System

The game will use the standard world of darkness system, but with the following changes (mostly taken for the ‘Mirrors’ supplement of system tweaks):

Stunting: based upon how interestingly the players describe the actions of their characters, they may be awarded up to 3 extra dice on a roll (as in Scion and Exalted)

Difficulty: very difficult actions may require multiple successes on a roll (this will be a fairly minor change designed to keep dice pool modifiers manageable; basically, whenever the inherent difficulty of the task would have been -3, the number of successes required will instead increase from 1 to 2 (inspired by Exalted/Scion)

Skills: politics (a rarely used skill) will be replaced by perception (which is likely to come up far more frequently, and provides a more elegant solution than Wits + Composure (composure been a vastly over-used attribute in normal WoD). Also the PCs can buy the skill tricks from Mirrors at 10 xp each.

Skill specialities: as suggesting in WoD Mirrors, the players will be able to take specialities that describe their special skills in different ways than the norm- for example, ‘cannonball fists’ as a brawl speciality or ‘elfin beauty’ as a social speciality. In addition, specialities stack and can be taken up to 3 times.

Damage: rather than additional dice to the attack pool, weapons will simply add their rating as points of damage inflicted on a successful hit (making the game slightly more realistic and gritty- for mortals at least) [this is a variant suggested in the WoD Armoury and Mirrors supplements]

Health: in addition to bashing, lethal and aggravated damage, werewolves, vampires and similar supernaturals will have an extra level of damage known as ‘grievous’ damage; this will allow them to track truly destructive injuries and potentially come back from beyond death as long as their body is not destroyed (inspired by werewolf myths, and by the likes of Captain Scarlett and Jack Harkness) [another variant from WoD Mirrors]

No fighting styles: rather than buying the dots in a fighting style merits, a character instead needs to have an appropriate skill speciality and automatically gains access to the manoeuvres based on their skill dots. For example a character with brawl 3 and a speciality in boxing will have access to the manoeuvres of the boxing fighting style as if they had bought 3 dots of the merit.

Tactical combat: the miniatures combat and combat manoeuvres rules from WoD Mirrors will be used in important fights to add tactical depth.

Social combat: the game will make use of the superb social combat systems from Mirrors

Morality: to better describe the function of the morality system in the game, the human morality trait will be renamed Conscience. In addition, werewolves will keep their conscience trait in addition to gaining a Harmony trait, as this will give a mechanical underpinning to the human/beast conflict that is an important part of the game. Also, the PCs will use The Code morality system from Hunter, meaning that they have the option of going crazy in a different way than the standard derangements.

Virtues: in addition to the normal Morality and Harmony system, the players will have listed on their character sheets the 5 renowns of werewolf as virtues, and in addition they choose 5 virtues (some of which can be vices it they so wish) that represent the values of their human side. Spending a point of willpower can give the characters a bonus on a roll equivalent to the dots that they have in a relevant virtue; but going against their values requires the players to fail a roll of that virtue or spent a point of willpower to act against their nature (as in Scion or Exalted)
The players can invoke the bonus of a virtue once per dot per story for free.

10 Aspects: high concept, motivations & goals, conflict/trouble, beliefs/outlooks, backgrounds, personality notes, instincts, habits, relationships etc

Expanded Willpower system: willpower points will be an important currency in the game. They can be spent as follows:
By invoking a virtue relevant to what they are trying to do, the PCs can spend a point of willpower to gain bonus dice equal to their virtue dots on an action.
If used to invoke a suitable aspect (inspired by the Fate rpg system), a willpower point can buy 1 automatic success, or a re-roll (keeping the highest roll).
Willpower can also be combined will an aspect evocation to grant the benefits of a ‘player described merit’ (Mirrors again)- namely access to locations, people, equipment, and potentially a scene-long +2 bonus.
Willpower must also be paid to act against one’s virtues, to resist the consequences of social combat, and to buy out of a compel of their aspects.
Finally, willpower can be used to make declarations (in other words, to gain a degree of narrative control over the story)

Willpower is regained via-
A good night’s sleep
making significant progress towards ones motivation
having an aspect compelled
General good role-play and acting in character, or doing things that enhance the game or affirm your character’s personality
Also, anyone who makes a good contribution to the website will get a willpower point or two.

Altered powers: The players don’t have quite the same powers as normal Uratha; they heal damage at a slightly different rate, don’t have auspices, and can’t normally learn gifts in quite the same way.
However, they will have access to 3 Disciplines from Vampire (Celerity, Resilience, and Vigour) and to the arcane magic of mages (thanks the the mysterious Venatori bloodline).
The rotes taught by the venatori are the gifts from werewolf (where a suitable power is available). In addition, the PCs can byy rites (with gnosis dots acting as rituals dots?).
Natural Healing- B/min, L/hour, A/day, G/week
Essence Healing- 1 essence heals 2 bashing or 1 lethal, 3 essence heals 1 aggravated, and 5 essence can heal even grievous damage instantly.

Altered Stat Calculations
Essence (based on total virtues dots + gnosis squared)
Willpower (Resolve + Composure + highest Virtue)

Experience costs: the players can expect to receive 4-6 xp in an average session; this will be broken down into practical experience, which can only be spent on ‘mundane’ things (attributes, skills, merits etc); arcane experience, which can only be spent on supernatural powers (gnosis, arcana, rotes etc); and general experience, which can be spent anywhere. Players will get 1-3 points of each type per session.
XP can be spent as follows:
Conscience/Harmony x1
Merits x2
Skills x3 [or x3(-1) for 3 primary skills]
Virtues & Rituals x4
Attributes x5 [or x5(-1) for 8 primary attributes]
Disciplines x6
Arcana x7
Gnosis x8
Specialities- 3
Skill tricks- 10
Willpower- 10
Venatori Rotes- spell dots x1 (these are rotes that mimic the effect of a werewolf gift)
Other Rotes- spell dots x2
Rites- rite dots x1

System

Venatori seidgaldr