By John R. Harford (horus@acy1.digex.net)
In traditional werewolf mythology there are as many variations on the legend as can be found in tales of vampires and sorcerers. Much of this is attributable to the region and period from where the tale comes. By liberally borrowing from these stories, and adding elements of White Wolf's World of Darkness, a more comprehensive and "gothic" figure than those described in The Apocalypse and its supplements can be integrated into Vampire chronicles. The creatures described here are only an adaptation of elements of myths. They may be further folded, spindle and mutilated to fit the chronicle that they are used in.
Similarities to White Wolf Werewolves.
1) Werewolves are affected by the lunar cycle. They are more likely to change into a monster or animal on nights of the full moon. Scholars and mages believe that lycanthropy originated as a curse or gift from some primordial god of the moon, or that it is a disease (ability) which was transported to this reality by spirits of the lunar sphere. These answers are lost in the mists of time, and are about as likely to be uncovered as such ancient treasures as the Book of Nod or the Al Azif.
2) The root of all Lycanthropy, Luna, is tied (according to occult philosophy) to the metal silver. Therefore, silver has a devastating effect on werewolves. All werewolves take aggravated damage from silver (some can and some can't soak it). Fire is the great purifier; werewolves also receive aggravated wounds from fire.
3) The fangs and claws of Werewolves deliver horrible, ripping wounds. These count as aggravated damage.
Differences
1) These werewolves have no broad social order. There is no such thing as tribes, septs, or auspice, and only loosely is their such a thing as breed. There are no grand-scale moots, and werewolves are usually loners, not pack creatures.
2) There are no such things as gifts. Most werewolves have some supernatural ability beyond their changing which are called Enhancements; they function like equivalent vampiric disciplines in basic ways. Many lycanthropes do not even recognize these as preternatural beyond their wolf-form.
3) The Wyrm and eco-warrior tendencies are non-existent in this werewolf mythology. On an individual level certain werewolves may be naturalists and suspect a greater corrupting force but the majority of werewolves are either humans who only are vaguely aware of just how different they are, or are malevolent and wicked beings themselves. There is also no Litany followed by werewolves. In fact, most True Lycanthrope are only peripherally aware that others of their kind exist.
4) Werewolves do not instinctively hate vampires. If a True Lycanthrope is aware of vampires, they will hate the Kindred according to their own will.
5) Werewolves only have 3 forms: human, wolf, and a mid-range bipedal wolf-man form resembling the crinos forms.
6) There is no such thing as the veil or the Impergium, though certain aspects of werewolf attacks cause a kind of Delirium.
7) The character point pools of gnosis and rage are not used by these creatures; willpower is the main attribute utilized for supernatural effects. Unless it fits for the character, the werewolf has no natural affinity to the "umbra," spirits or fairies.
A true lycanthrope is the creature most commonly called a werewolf. It is a human being who has the ability to transform into a wolf and sometimes into a hulking bipedal creature that is a human and wolf hybrid. Their transformations can be controlled with much discipline and will; on nights of the full moon, mastery over the change is often non-existent. When the change takes hold, a beast consumed by a feral bloodlust emerges. There are several ways in which humans become True Lycanthropes:
1) Birthright: Many myths surround those who are born under the sign of the wolf. Some say a wolf-attack on a pregnant woman will result in a lycanthropic birth. Others say that vexations, rapes, and demonic pacts cause this sort of creature's conception. Most commonly though, it seems that a lycanthropic "gene" of supernatural origin runs in certain bloodlines and manifests randomly in various generations. It is said that certain European noble bloodlines inbred to maintain a strain of lycanthropy. The ferocity and awe imparted by the curse appealed to many dark age warlords. In times past though, a host of court seers, local witches or even elder shapechangers in the family could lead a young lycanthrope through the first pubescent shifts. 2) Magic: Many human mystics desire the power of the transformation. They go through extensive lengths to procure spells, potions, artifacts or learn of mystic place which harbor the primal forces to infuse a human with the power of the wolf. Some myth-based suggestions are: Hidden grottos and streams, deep in old-world forests which are infused with ancient power. Drinking water from these places can infuse the person with Lycanthropy.
A specially crafted cape of wolf's fur, enchanted by powerful sorcery can grant the changing ability while worn.
Infernal pacts are sometimes the root of true lycanthropy.
Possible methods of gaining lycanthropy are endless depending on the flavor of the chronicle and ingenuity of the storyteller.
In today's society the born lycanthropes usually know that in some way they are unique but often gain no guidance through their changes. A few mystic cults harbor and raise children who are lycanthropes -- worshiping them as avatars of their deities. In some rural parts of the world small clans of werewolf families exist, and they largely stay on the fringe of industrialized society. It is even rumored that a few international powers are aware of werewolves and rear them at an early age to be assassins and agents.
Even without these guides, the beast within young werewolves delivers a strange instinct. As if by some call, when the change (especially the first few changes) is about to occur, the werewolf flees...usually "running away" from family and friends. When alone, the transformation occurs, and the beast emerges for its hunt. In the morning the young werewolf usually knows something odd has happened (waking naked, marred from the night's running, and sometimes smeared with blood is a big tip-off), but is unsure what... It is sometimes only after years of black-outs coinciding with wolf-sightings plus vague memories of the night's running that some werewolves realize what they truly are.
Naturally, werewolves tend to be loners, often social misfits and drifters on the edge of society. Sometimes though they integrate well, and those of strong will can control their changes to one degree or another.
Werewolves (though rare) can be found in all social strata. Despite myth there is no way to tell them from normal humans save that herding and game animals always feel uneasy around them and children often react negatively to their presence. They are usually moody and anti-social but this is not a rule. Some go through life hiding their state, making themselves scarce around the times of the full moon, never sure when they will again lose control...
At this writing, only a few Enhancements are detailed; assume that they function like the Vampiric Discipline or Discipline level listed next to them.
All of these powers are instinctual and pop-up as the need arises (Beast's Wrath kicks in to scare off a group of thugs in an alley etc...) in wolf form. Some werewolves have been known to keep company with normal wolves; this also is evidence of some sort of Animalism. Certain powers may even be used in human form as governed by the Link Shape background trait (see below). The manifestation of discipline like powers gives credence to the theory that werewolves and vampires have some distant common root (some say the demon Lillith)..
Each True Lycanthrope also possesses a dice pool called the "Control Pool." The Control Pool is equal to the Werewolf's current Willpower score. Also added to the pool is a number of dice equal to the character's level in Linkshape.
Linkshape is a new background which has been developed for Lycanthropes.
Linkshape
Linkshape represents how in tune the human and animal nature of a lycanthrope are with each other. The background governs the ability of the werewolf to control its change, remember activities while transformed, and use certain supernatural powers. Possessing this background must be explained as having a learned agent who (another werewolf, a cult, a relative) guided the werewolf through its changes or else as massive expenditures of willpower. Player Character werewolves should consult with the storyteller on how high of a rating they may take and how they got it in the first place.
After initial generation this trait may be purchased or raised depending on how the chronicle progresses. Doing so always costs massive amount of willpower and experience spent over periods of time and sometimes (at judge's option) seeking out one skilled in the ways of Lycanthropy to impart their knowledge. Magical methods of becoming a true lycanthrope often impart some level in this background (but sometimes not...).
Werewolves with no Linkshape background cannot remember anything they do while transformed and in wolf state act purely like ravening beasts. They rarely more than suspect what they truly are and what happens during those mysterious blackouts.
* | The werewolf senses that she is different. She knows after her changes that something dreadfully supernatural has occurred and may remember general emotions and disjointed sensory impressions of her activities while in wolf-form. At this level, the lycanthrope can curb animal instincts while in wolf-form by succeeding in a self-control roll against difficulty 7 or spending 2 points of Willpower. A werewolf with one dot in Linkshape is not able to use her discipline powers in human form. To buy the first level of Linkshape beyond character creation costs 8 experience points and 15 willpower spent over a period of time towards affecting changes and actions while in wolf-form. |
** | At this level bits and snatches of actual sights, sounds and smells may be recalled from a change period. At this level a wits + perception roll of difficulty 8 may be made to recall specific events from the change period. The werewolf is usually pretty aware of his condition at this level of Linkshape and may control his killing tendencies while in wolf-form by scoring a 6 or higher on a self-control roll or spending a point of Willpower. It costs 3 Willpower for discipline use in human form at this level of Linkshape. To buy level 2 of Linkshape after initial character creation costs 10 experience points and requires the cumulative expenditure of 12 Willpower points. Most player character werewolves will start with no higher Linkshape score than this. |
*** | Now whole individual scenes can be recalled after reverting to human form, but time and sequence are still disjointed. Details are hazy but may be recalled with a wits + perception roll of 7 or higher. Also now, the werewolf retains some of her human reasoning facilities while transformed and can react on more than an animal level when overtaken by nightmarish compulsions; the judge should allow self-control rolls of difficulty 6 or higher or the expenditure of a willpower point for the werewolf player to control his character's actions. Enhancements cost 2 willpower to use while in human form. To gain level 3 in Linkshape after character generation costs 15 experience points and 15 willpower points. Note that this is usually the highest level of Linkshape a lycanthrope attains during their natural lifespan without extensive occult or mental training. |
**** | While transformed a self-control roll of 5 or higher is necessary for a werewolf to manipulate his actions and when returning to human form he can remember scenes and activities in detail. Enhancements only require one willpower point to be used in human form. To rise to level 4 in Linkshape costs 20 experience points and 15 willpower points. |
***** | Now the lycanthrope is fully aware of her animal side. It seems nearly as natural to be in wolf form as it does in human form yet the overall desire of the transformed werewolf is to hunt and kill. Memories pass freely between the states and control over actions comes more readily (self-control roll difficulty 4 or willpower expenditure). The werewolf can use her Enhancements while in human form simply by making a willpower roll of 5 or greater. Attaining this level of mastery over the beast is arduous and long, often taking years of mental discipline and conditioning; 30 experience points and 15 more willpower points are required to do so. |
Willpower, as the judge sees fit, may be cheaper to buy for a true Lycanthrope or initially be equal to Self Control X2. This may allow a more mature or balanced werewolf a bit more freedom, as almost the whole supernatural aspect of the character is controlled by willpower.
Involuntary Transformation
When the beast comes to the surface it manifests itself as the most savage incarnation of predation imaginable. Rational and abstract thinking are virtually non-existent (and are only vestigial even at very high levels of Linkshape). The sole purpose that the wolf takes over the human is to spill and taste blood.
The Full Moon
Though the full moon is hazardous to a werewolf's social life, change during this time does not always happen. It is recommended that the character be allowed a roll from his Control Pool when the full moon rises (whether or not she can see it). The difficulty for this roll and all other rolls where the lycanthrope is fighting against transformation is equal to the following formula:
Involuntary Transformation Difficulty #: 10 - (werewolf's humanity score); minimum of 2.
Depending on stressful circumstances, substance abuse, derangements etc. Up to 3 successes could be required for control over the change. During crucial human life cycle events (puberty, menopause etc...) the number of successes required could be increased as well. If the werewolf scores the requisite successes, then the person does not change into a wolf (her natural will and humanity has won out over the beast inside of her). If this roll fails, the wolf takes over and waves of racking pain (effectively reducing the werewolf to mauled for one round) as the change begins...
What happens once the change occurs should be played out as extensively as possible. But one thing must be clear: in wolf form the werewolf is a hunter. Its beast nature manifests itself to satiate its need for flesh and blood. Once transformed, the werewolf roams the country side searching for victims. When running, the werewolf will attack those it comes across unless it succeeds a self-control roll according to its Linkshape score (difficulty 8 if no Linkshape is to be had). Should it fail this roll the werewolf will attack and to the best of its ability kill those encountered. In a gory feast the beast will lap up as much blood and eat as much of the victim as it can. Once this is done its lust will be sated for this month and it will slink off and revert to human form.
If the initial self-control roll is passed, then the werewolf may continue along its way until the moon goes down, it runs across another target (and repeat the self-control check), or accumulates 5 successes on an extended self-control roll (Note if it botches this at any point it will immediately enter frenzy and kill all it finds). Should it rack up these successes or remain in wolf-form until the moon sets, it will then revert to human form and be freed of the curse for that night. Until a kill is made, a Control Pool roll against change must be made for each night of the full moon during that month. Once the lycanthrope has feasted under the full moon it does not need fear the moon until the next month's Full Moon phase. The beast can still be brought out in other ways...
During the transformation, unless the Werewolf's Linkshape is high enough, situations will be reacted to largely on an animal level. Threats, desires and fears will be acted upon bestially. Should it botch any self control rolls while in wolf-form it enters a state similar to a Kindred's frenzy. This involves rampaging about, destroying and killing as much as possible. In frenzy though, werewolves do not suffer dice penalties due to a wounds; this is often a meager exchange for the toll Frenzy can take on a shapeshifter's humanity...
Quick alternate system: To simulate the hunt and transformation without extensive role-playing, the storyteller may wish to make a hunt roll for the werewolf as if it was a vampire looking for blood. Failure means that no target is found that night and the werewolf safely reverts to human form in the morning. Success means that the werewolf has found and killed a victim (by the way, werewolves do not cover their kills like a vampire...). A botch means that the werewolf encounters a hazard or problem in its nightly forays (which should be role-played). Also, if desired, the storyteller can simply determine whether or not a change occurs during a specific lunar cycle by offering an extended Control Pool roll requiring five successes on the first full moon night of the lunar cycle.
If a werewolf kills during its running, then a conscience roll is in order. The difficulty should be in the 4-6 range unless the werewolf did something really heinous in wolf-form (ate a bus-full of nuns or slaughtered his own ailing grandmother). A botch on this roll earns the werewolf a derangement.
Ironically, once a werewolf subdues the beast on the night of the full moon it is lost until the next moon-rise. Voluntary change cannot be utilized. The person will seem to be depressed and moody. Only if provoked (see Provocation) by wounds or torture will the shift occur.
Provocation
"You wouldn't like me when I'm angry..."
Werewolves are sometimes pushed to transformation when the beast inside them feels threatened (especially on nights of the full moon). Being severely emotionally tested or physically assaulted could force a shapeshift. The storyteller may decide that taunting, non-lethal assault, humiliation and the like is enough to draw the beast to the surface. It is the storyteller's choice as to whether or not the beast will surface. To fight the transformation a check on the Control Pool against involuntary change must be passed otherwise the werewolf transforms and attacks its abuser. The storyteller should use provocation sparingly as it could lead to excessive humanity loss for the werewolf. On days during the full moon cycle, picking a fist fight with a lycanthrope can be a fatal mistake...
On The Edge...
When a player's werewolf character reaches 0 Humanity two options are available: the character is taken over by the storyteller as a non-player character or the character can still be played. If the character remains under player control it falls under the 0 humanity rules for mortals (pp 34 Vampire 2nd Edition Player's Guide). As derangements keep building up, the beast becomes harder to control. Eventually the werewolf will begin to rampage; the attention of mortal or supernatural authorities will be attracted and the werewolf will be put down.
To see if the werewolf can make a voluntary change a Control Pool check is made against a difficulty determined by the storyteller. Outside the full moon phase the difficulty should be at the lowest a 7 - higher if there is no immediate danger or enticement. During the days of the full moon the difficulty can be as low as 5.
Even if change is voluntary, when blood is first tasted, the werewolf must make the self-control roll against frenzy. The storyteller can also decide that the now loose beast will pursue its own agenda if targets present themselves or its bloodlust is not sated.
If a werewolf has at least a 3 in Linkshape then it may have access to another form. During a voluntary change, the werewolf is allowed to make a wits roll (difficulty 6) or spend a willpower point to assume a hulking man-wolf shape known as the hybrid. This towering beast walks on two legs and bears the snarling visage and senses of a wolf. In this form a +4 to Strength, +3 to Stamina and a +1 to Dexterity is gained. It also earn a +3 to any intimidation based rolls and any normal human who witnesses its use of Dread Gaze while in this form must pass a wits roll of 7 or greater. Failure sends the victim into a spiral of delirium and insanity, clouding his memory of the incident and judgement regarding what has happened. Botching this roll leads to a derangement for the hapless mundane. The Hybrid form can also utilize the feat of strength rule (pp213 V:TM 2nd. Ed.).
The chosen shape remains the same for the duration of the change and cannot be shifted further until returning to human form. As either a wolf or the hybrid the use of weapons, equipment or devices is not possible.
Human survivors of a werewolf attack are rare. The claws of the beasts are caustic razors; the great wolf's maw is dripping death. On occasion though a person is skilled, stalwart or simply lucky enough to survive such an ordeal. In some cases once recovery is attained the survivor finds herself to be not so lucky...
When a human suffers wounds from the bite of a werewolf there is a chance that the hapless victim will become infected with a lesser form of lycanthropy. It is unclear what agent is responsible for the passing on of the curse (it is assumed to be the saliva sinking into the target's wounds). If the human's health monitor dropped below Hurt due to bites or he was bitten while lower than this level, then it must check for infection upon healing the wounds.
The procedure for this is similar to a True Lycanthrope resisting transformation. The formula for this check is: (Victim's Willpower> rolled against <10 - their humanity)
Should the attack victim fail this roll then she become a Metathrope. The metathrope carries the curse of lycanthropy but cannot further pass it on, and cannot normally tap much of the power that lays in the condition. Upon first becoming a wolf the metathrope does gain a Resilience, Speed and Might Enhancement which can be used in wolf-form. Later these may be increased through experience (detailed later).
The advantage that the metathropes have over true lycanthropes is that they really only have to worry about transformation during the full moon. At this time they will change into a wolf and can resist it with the Control Pool roll against involuntary change. Once in wolf form they will act as does a true Lycanthrope except that they must score a self-control roll against difficulty 8 to affect any actions while transformed, and the storyteller may even severely limit this.
Like True Lycanthropes they will be relieved of the Curse on any given month after making a kill under the full moon. The metathrope can not utilize voluntary change and transformation through provocation is much more difficult. When angered or abused the metathrope must make a self-control roll from 6-8 depending on the severity of the agitation. If they fail this they will act like a vampire in frenzy and gain a +2 to their strength and a +1 to their stamina for the duration of the outburst. Only if they are injured by a potentially life-threatening source will a change occur (follow the guidelines under Combat and damage).
Often metathropes are killed, go insane or commit suicide as a result of their condition. A few though learn to cope with their new malady or are helped by True Lycanthropes, mystics, or the like. The only way to gain any control over their disease is to be taught the ways of Linkshape. If no tutors are present the storyteller may allow the charactesr to develop this on their own, but only if role-playing, the character concept, and the story truly warrants it. In game mechanics it costs 25 experience points plus the expenditure of a total of 40 willpower points used to control the change and actions during the change over a period of many months. Once the storyteller is satisfied with the progression then the first level of Linkshape may be purchased. This allows the metathrope the benefits of the background plus the ability to expand its Enhancements through experience. The background may be bought up additionally beyond the first level as normal but the storyteller should be strict as to how often this can be done even with the requisite willpower and experience point expenditure.
Should a player wish to start a character as a metathrope follow the guidelines for mortal creation in The Player's Guide. She may declare herself a Metathrope and spend 7 freebie points to represent this. Should the storyteller allow her any Linkshape then she must pay 7 more freebie points for the first level of the background. The Linkshape of a Metathrope can start no higher than this and advancement beyond the first level should be more difficult than spending points.
It is not out of the question for metathrope characters to possess Numina as a normal human and even rare True Lycanthropes have access to these abilities. This should be strictly regulated by the storyteller.
On occasions it is more detrimental to change into a wolf (such as in front a large group of witnesses) than take the damage. In this case the beast inside will attempt to protect itself and come to the surface. If the werewolf wishes to resist the transformation it must make a Control Pool roll against involuntary change. However, once the werewolf reaches Injured on the Health monitor it will have to make a second check minus two dice from its control pool. At Mauled they must make yet another check subtracting four dice. If the condition monitor should hit Crippled and the werewolf is still functional then a check must be passed but without six dice from its Control Pool. If at any time there are no dice left in the Control Pool then the beast takes over and the werewolf transforms.
Once assuming wolf form the werewolf will heal itself while attempting to slay or escape from the injurious source. If the werewolf was below Wounded when it shifted then it will be in frenzy unless a self-control roll at 1 plus the difficulty indicated by their Linkshape is passed (9 without Linkshape).
On one hand, if the werewolf is in human form, it can soak silver and take non-aggravated damage from the metal. On the other hand, human form isn't much good for healing what damage it does take. Once the werewolf transforms the tides of combat usually turn.
In lycanthropic form the werewolf can heal non-aggravated damage quickly. When resting the werewolf regenerates at the rate of one level of damage per round. On any round when physically exerting itself (running, in combat) the werewolf must score at least one success on a Stamina + Survival roll at difficulty 8 to heal. One point of willpower may be spent a round to automatically heal a level of damage in addition to or instead of making the roll. The roll may only be attempted once per round and if botched causes that one level of damage to become unable to be healed until after combat.
Aggravated damage (werewolves take aggravated damage from fire, silver, the claws and fangs of supernatural beings, and certain rare enchanted weapons) can only be healed through time but werewolves heal much more rapidly than do normal humans. In lycanthropic form one level of damage may be healed a night (or eight hour period) by spending a willpower point. If not attaining wolf-form or spending the willpower, the werewolf heals aggravated damage at the rate that a normal human heals damage (pp 191 V:TM 2nd. Ed rulebook); the werewolf does not suffer the loss of a point of a physical attribute upon reaching Incapacitated as does a normal human. Lost limbs cannot be regrown but even the most severe scars will eventually be mended. Aggravated damage taken in any form will carry over to other forms until healed.
Metathropes take damage like True Lycanthropes but do not heal it as readily. While in wolf form one level of damage will heal an hour unless willpower is spent to do so more quickly (a maximum of one level per round). Aggravated damage is healed as a True Lycanthrope would do so.
Werewolves can not soak any wounds caused by silver weapons while transformed. All other forms of damage are soaked normally.
Only aggravated wounds can kill a true lycanthrope while it is not in human form. This occurs when additional aggravated wounds are taken while Incapacitated with aggravated damage. Healing up from Incapacitated is accomplished normally through time or willpower.
When a werewolf fights it uses its claws or its great jaws. A claw attack is at difficulty 5 and is made with a dexterity + brawl roll. Damage is Strength +1.
A bite attack is also performed with dexterity + brawl and is at difficulty 6. Damage is Strength + 2.
Either maneuver can be performed or a combination may be attempted by splitting the character's die pool. In frenzy or when feeding a rake with the claws followed by a bite on the following round is a common werewolf attack sequence.
Any werewolf killed while in wolf-form returns to its human identity upon the instant of death.
If the werewolf fails or botches this roll then the toxin takes effect as normal with appropriate results. Consequently if the werewolf is Incapacitated then it reverts to human form.
The change is a powerful tool for resisting poisoning but relying on it could have an end result of overconfidence or the loss of humanity.
For the increase of Willpower, attributes, skills and virtues use the experience point cost for Vampires. The raising of Enhancements follows the guide below:
New Enhancement:
* New levels of Linkshape cost 5 more experience and willpower per level for a Metathrope than for a true Lycanthrope.
Once again it is the final decision of the storyteller as to what kind of
Enhancements the wolf-form affords and how accessible they are while the
werewolf is in human form. Metathropes should be limited to mostly physical
Enhancements even at high levels of Linkshape; it is possible that certain
Lycanthropes will develop unique enhancements above and beyond the discipline
like effects.
As with a vampire regaining mortality, whether or not the curse can be lifted, and how it can be accomplished is up to the storyteller. Traditionally, death is the only sure release from Lycanthropy but a Metathrope struggling against and overcoming its affliction makes for an interesting story.
Some ideas for this could be the acquisition of an item or spell (and someone who can cast it) that offers control over the change. It is also a common belief that devotion to a life of purity and martyrdom allows freedom from the curse. Legends also relate that if a Metathrope hunts down and slays the Lycanthrope who infected him before his first change, then he will be cured of the affliction.
In the case of True Lycanthropes, casting off the curse should be perilous to both mind, body and spirit if it is possible at all.
In India, Asia, and South America tales of humans (usually nobles or warriors) who transform into great cats occasionally surface.
"Rat-people" are not uncommon myth figures from cities with extensive sewer systems and ancient catacombs.
No one versed in Nordic mythology has not heard stories of Viking warriors (Berserkers) assuming the form of savage bears in the heat of battle.
From every corner of the globe humans who can transform into a native animal (usually at night or by moonlight) have been woven into the local superstitions. A creative storyteller can work these creatures into a chronicle using the True Lycanthrope and accompanying Metathrope rules, simply adjusting the statistics and abilities of the creature to meet their tastes. It is also possible that other forms of shape-shifting creatures are abroad, being mistaken for Lycanthropes.
Whether werewolves are PCs or strictly NPCs the storyteller must carefully consider their role in the chronicle. How they will meet up with and interact with the vampires in the chronicle can be pivotal points of interaction and conflict. For best effect, these elements should not be based purely on their differences as supernatural creatures but on their personal motives and goals. Naturally their differences can lead to interesting situations (based on suspicion, fear and misconception) especially when such things are considered as:
Not only will role-playing situations and problems occur as a result of werewolf/vampire interaction but some system questions and stumbling blocks are sure to arise. These are questions for the WHAT IF? file.
Furthermore, if a werewolf which is blood-bound transforms and enters frenzy, the vampire will have to make a Charisma + Subterfuge Roll (Difficulty 7) to at all influence the beast.
Werewolves can be bloodbound like a normal mortal. Most however will not relish drinking vampire blood while human as they may detect that it stirs their beast inside. Unless mystically or conventionally secured, attempting to establish the bond while the lycanthrope is transformed is usually a fatal idea.
If a werewolf (True or Metathrope) drinks kindred vitae in wolf-form the beast will find it the most exquisite elixir it has ever tasted. Though there will be no immediate effect, the next time that the werewolf smells vampiric blood while changed, it must make a self-control roll of difficulty 7 or higher to avoid attacking solely the vampire in an attempt to devour them. This addiction only occurs if the werewolf is actually is able to drink a quantity of the blood such as after a kill is made (a number of blood points equal to the lycanthrope's humanity is good estimate). Mauling and shredding a vampire does not usually leave enough blood to entice all but the most feral werewolves.
Metathropes do not carry such strength in their blood. Feeding from a Metathrope may give a substantial adrenaline rush but afford no extra benefits. A metathrope bitten by a vampire however will still undergo transformation involuntarily.
Complications arise in the fact that once a werewolf is bitten by a vampire it immediately begins to transform or will frenzy (difficulty 8 to resist) if already in lycanthropic form. Few vampires successfully hunt and kill Lycanthropes without extensive injury to themselves.
Lycanthropy is a disease. It is a malady which infects living tissue encasing a living soul which is guided by a living mind. Vampires are not alive; they can not be infected with Lycanthropy.
The bite of the Werewolf however is also a curse of some supernatural origin. If a vampire is knocked below the Hurt health level, the Curse will infest its blood and excite the beast inside of a vampiric soul, attempting to draw the vampire closer to itself. Once bitten the vampire will find himself more easily agitated -- all difficulties to resist Frenzy are two higher until it burns every drop of blood that was in its body at the time of the werewolf attack. Also during this time, the vampire will be Hungry at 5 or less blood points instead of 3 or less, and react accordingly to the sight and smell of blood.
Any new blood taken in by the vampire will be saturated with the lycanthropic essence. For example, if a vampire has four blood points in its body after a werewolf attack, burns all but one of those points, but then fills up to seven points -- all seven of those points must be spent for the curse to be gone from its body. If at any time more blood was to be taken in before all seven of those points were gone, the new blood will also be so infected. The curse will only be gone when no infected blood is in the vampire's body for a period of 24 hours.
When a werewolf is embraced it (like anything else) technically dies and is then brought to unlike by an unearthly fuel (the blood). In doing so, even for an instant, the lycanthrope reverts to human form and to one degree or another becomes trapped there during the process (as the vampiric blood captures the state of the body at the moment of its death).
What exactly happens at this time is that the beast within the lycanthrope is overcome by the new sentient monster in the vampiric blood (though the two "demons" are closely related if not originally from the same source). The wolf attempts to internalize this new presence: integrating with it or dominating it. In short the wolf will try to destroy or become one with the vampiric blood. Upon the embrace the lycanthrope must make a Willpower roll against a difficulty of 7. This represents how well its natural beast fends off the curse of undeath.
Should the werewolf score one success on the willpower roll it dies. In an attempt to resist the embrace the beast explodes outward -- causing a series of random transformations which mutate, contort, warp, and split the flesh and bones of the werewolf. The hapless creature perishes in an agonized fashion.
If two successes are scored then the werewolf survives the process but is not entirely undead. The lycanthrope is now a ghoul of sorts. It retains its shape-changing ability and supernatural powers. It can now also learn additional vampiric disciplines and have a blood pool (equal to 10) but there are two major drawbacks. First off it must drink vampiric blood as a ghoul - monthly, weekly or daily depending on how long it exists in this state. The vitae will afford extended life as in the case of a normal ghoul but the werewolf will crumble to dust if not given vampire blood. Wounds no longer heal automatically (as the body is no longer truly alive); blood must be spent to do so. It also continues to suffer involuntary change when the moon is full.
Three or more successes means that the werewolf fends off the intrusion of vampiric blood. The beast metabolizes it and utilizes it. It becomes a ghoul as above but is not physically addicted to Kindred blood unless it begins to consume it regularly. Its lifespan is not altered unless it become a full-fledged ghoul. Should no additional Kindred blood be consumed, then in one month the werewolf's blood will detoxify and revert to normal. During this time the werewolf will feel sluggish and lethargic but suffer no real ill-effects. In the month right after the attempted embrace or should it continue to feed off of vampire blood the lycanthrope will maintain a blood-pool. Voluntary transformation can be achieved simply by spending a blood point and foregoing the Control Pool check. This transformation will only last half an hour (as the beast is fueled by the blood) unless another blood point is spent or the Control Pool check is then made. If taught, the werewolf can learn vampiric disciplines and use them in any form. Their bodies can still heal normally without blood expenditure. Werewolves who survive the embrace to this extent often develop a psychological addiction to vampiric blood as if they had tasted it (see above).
If the werewolf scores no successes on the willpower roll then the beast has been subdued. The creature will die, and then rise as a vampire as if it were a normal human. It will be of the appropriate generation and clan. The lycanthrope will be stuck in human form and can not transform. This, and the embrace process will inflict two derangements upon the hapless creature. Frenzy rolls will always be at +1 due to the beast's lurking close to the surface -- searching for release. Also, on nights of the full moon the beast will still attempt to take control. The vampire will suffer moon madness, as a human surviving a werewolf attack. Even if the madness is fended off on a particular full moon night, all frenzy rolls to be at +3. The Enhancements had by the werewolf will translate to the appropriate discipline but higher levels will be unlearnable unless it is taught by another vampire.
In rare cases something goes horribly wrong with the Embrace. If a botch is rolled on the initial willpower roll then the primal energy of the werewolf will fuse with, corrupt and be totally transformed by the infusion of vitae. It's body will burst into flux; an state is assumed by the creatures's flesh. The lycanthrope is now undead -- of the same generation and clan as the vampire -- but most kindred will not wish to stay to follow up on their new childer. The creature will have the claws, jaws, and hulking stature of the hybrid form, but its flesh flows, shifts and oozes. It's features constantly drip, slide and meld like molten wax. In its visage is every face of horror, agony and rage imaginable. The Kindred who are aware of these creatures call them Golems (originally meaning "shapeless or faceless mass" in ancient Hebrew). It is mostly the clans Nosferatu, Gangrel and Tremere who encounter Golems -- the first two due to the nature of their wanderings and the latter due to their interest in the occult. Any one with a willpower lower than 5 glimpsing a Golem for the first time must make a courage roll of difficulty 5. Failing this the viewer will flee hysterically as he seems to see the faces of all he knows -- contorted, grotesque, and demonic -- reflected in the bubbling flesh. Botching this will cause a derangement in the victim.
The Golem feeds on, uses and stores blood as a vampire. Any enhancements are converted to disciplines. The creature has a 0 appearance. It is susceptible to fire, sunlight and takes aggravated damage from silver (which it can soak with Fortitude). Stakes will not affect it though. The creature can not normally shape-shift; it is physically equivalent to it's former hybrid form. Though physically mutated, Golems retain all of their mental facilities. It is horribly aware of its state and most of these creatures have no knowledge of how to rectify their condition. It will almost always earn one derangement upon its unfortunate embrace. The creature is also very prone to frenzy: all of its difficulties to avoid it are at +2.
Both vampires and werewolves (as well as most other creatures) shun these monsters. They usually end up in the most deserted woodlands, sewers, and urban waste-lands. Around their lairs there is no natural animal life. Normally victims are wayfarers who stray into their domain or humans whom these beasts stalk. Victims do not usually survive their attacks -- the bodies are promptly disposed of. They can neither pass on the curse of lycanthropy or undeath. Areas inhabited by Golems develop a reputation of being cursed or haunted.
Should a Golem find a Kindred who can tolerate its visage then the creature may learn vampiric disciplines. With obfuscate it can to some degree mask it's horrid shape. If a Golem is taught vicissitude (if it knows enough to seek this discipline) then it can learn to alter its form and cohere its flesh. Of course, it is susceptible to the derangements associated with this discipline.
The only sure way for the monster to regain its form is to seek a return to mortality. This must be handled accordingly to the chronicle it is presented in. But it can be assumed that if the creature can shed its vampirism then it will return to life as a lycanthrope.
Vampire: The Masquerade is one of the most comprehensive studies in role-playing the darkness in the human soul that I have seen. It is this darkness and all the stories of the lycanthrope that have fueled my dreams and nightmares and possessed me to create this system. I hope some of you enjoy using it as much as I did writing it.
The ideas and systems regarding Lycanthropes, Metathropes, Golems, Control Pool are the copyrighted property of John R. Harford and have been distributed for non-profit gaming enjoyment.
The Masquerade, The Apocalypse, World of Darkness, Nosferatu, Tremere, Gangrel, Gifts, Tribes, Septs, Moots, Kindred, and Garou are all copyrighted property solely of White Wolf Game Studios.