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Fera Translation Guide

BY S T E W ON 2 0 1 2 - A P R I L - 2 0 2 C O M M E N T S

The Werewolf Translation Guide had to focus on the werewolves at the heart of
bothApocalypse and Forsaken, and didnt have the space to talk about alternative
shapeshifters. I know that the Fera of Apocalypse have a lot of fans (myself
included), so I got permission to take the bare-bones conversion rules from the first
draft and release them online.
The following system is a rough guide for converting the Fera as given in
the Players Guide to the Changing Breeds. Naturally, these rules are
guidelines. The results need to meet with the approval of the group before seeing
play. If you want further inspiration for introducing Fera-like shapeshifters
into Forsaken, shapeshifters get a whole section inWar Against the Pure that
provides a good starting point.
These rules should leave the shapeshifters with an approximate power level the same
as the Uratha. If you want to enhance that, see the options presented in
the Werewolf Translation Guide.

Step One: Convert Traits


Converting the Trait modifiers of a given Feras forms involves a few changes:

Subtract 1 from form bonuses to Strength and Stamina.

Dont modify the Dexterity bonus.

Apply the more severe of any Appearance and Manipulation penalty to


Manipulation.

Any Perception bonus remains the same, and applies to Wits

Near forms that are significantly larger than humans get Size +1.

Animal forms have Size appropriate for the animal in question, p. XX of


the World of Darkness Rulebook can provide guidelines.

Crinos-equivalent forms have Size +2 (+1 if the Breed is noted for their small
Crinos-equivalents) and 1/1 natural armor.

Changes to Attributes and Size affect Initiative, Speed, Health, Defense, and other
derived traits as normal.

Step Two: Natural Weapons

The options available to the Fera will vary a lot by form. The most common set
includes:
Form

Attacks

WarForm

Bite+2L,Claw+1L

NearBeast

Bite+2L,Claw+0L

Beast

Bite+2L

Some Fera have claw attacks in Near-Human, which deal +0L, or claws in Beast form
that deal +0L (often alongside a bite that only does +1L). As a rough guide: if an
attack is likely to fuck up a human being, it deals +2 lethal damage. If its going to
ruin his day but may need a couple of hits to really bring the pain, it deals +1 lethal
damage. If its sharp and pointy but fundamentally no worse than a kitchen knife, it
deals +0 lethal damage. All forms from War-Form to Beast can bite without
grappling first.

Step Three: Lunacy


War-Form and both Near-forms (where present) incite Lunacy much the same as
werewolves. If a form specifically gives a bonus to witnesses resisting Delirium, apply
each step of reduced Delirium as an effective +1 to the victims Willpower when it
comes to resisting Lunacy. This bonus is cumulative with form-specific modifiersa
Breed that reduces normal Delirium by 1 step in their War-Form would give a +1
Willpower bonus in War-Form and a +5 bonus when in Near-Human.

Step Four: Gifts and Rites


Gifts and Rites convert using the systems starting on pp. 22 of the Werewolf
Translation Guide.

Step Five: Renown


Fera use a range of categories of Renown, detailed in the Players Guide to the
Changing Breeds. Use those writeups, along with the example of Apocalypsecentric Purity Renown on p. 33 of the Werewolf Translation Guide to convert
Renown as needed.

Step Six: Details

This section covers specifics for each breed. Bits that arent covered either have no
system (Corax eye-drinking) or the system in Players Guide to the Changing
Breeds doesnt need changing (Kitsune not regenerating).
Ananasi: Pithus form counts as Near-Beast for everything already stated.
Crawlerling form creates a swarm of radius equal to the Ananasis Size in yards
(Swarms are covered on p. 198 of World of Darkness Innocents). When a swarm
takes enough damage to reduce it to half its original radius, the character will look
and act rather differently. Ananasi webs have Durability 3, Size 1, Structure 8,
Damage 2 (only for grappling). Were-spiders only regain Essence when doing
damage with a bite attack, each point of damage inflicted causes them to regain a
point of Essence. Swap the modifiers for Stepping Sideways in built-up and rural
areas. Ananasi dont regenerate but can spend Essence to heal bashing or lethal
damage at a rate of one point per point of damage.
Corax: In Crinos form, Corax have a Flight speed equal to their land speed + 5; in
Corvid form, increase Speed by 5, but they dont really have a walking Speedmost
birds have a species factor of 10 when calculating flight speed, rather than the 5
common among land creatures. Hollow bones gives +2 dice to Athletics rolls in
Crinos, but attackers wielding weapons that do bashing damage gain +1 die. When
distracted by shiny objects, Corax must make a reflexive Resolve + Composure roll to
act normally.
Gurahl: Were-bears raise Strength or Stamina by spending Essence, at a rate of one
point per dot per turn. Alternatively, they can increase Health by 1 for the scene by
spending 2 points of Essence (but see Temporary Health Dots, p. 173 of the World
of Darkness Rulebook). Add 3 dice to Composure rolls that involve the werebears need to protect, but a Gurahls player must spend a point of Willpower if her
character ever changes his mind.
Kitsune: Were-foxes receive an extra dot of Dexterity for free at character creation.
This comes before spending Attribute dots, and their human-form maximum is still
5. Kitsune always use the higher of Dexterity or Wits to determine Defense, and dont
take aggravated damage from silver. Were-foxes do inflict Lunacy, but observers
have an additional +3 die bonus to their Willpower roll to resist (+5 in total for Juko,
and +7 for Sambuhenge)

Mokole: Aspect benefits translate directly into Forsaken terms. Sum the
characters Harmony and Primal Urge, then divide by two (rounding up). Select that
many Archid characteristics. Armor provides 2/2 armor every time its taken. Color
Change adds three dice to contested Stealth rolls when the Mokole is hiding. Bladed
Tail/Horn give an additional means of attack that does +2L damage. Huge Size
increases Stamina and Size by +1 (and thus Health by +2) for each pick. Long
Teeth/Terrible Claws add 2 dice to bite and claw attacks. Poison Sacs deliver a
Toxicity 4 poison. Other Archid characteristics dont need changing.
Nagah: Regain Essence when underwater. Primal Urge is not harder to raise; its
plenty expensive enough. Nagah venom is a Toxicity 6 poison.
Nuwisha: Do not take aggravated damage from silver and cannot frenzy. Their
Primal Urge trait measures their closeness to Coyote, as such they dont suffer social
modifiers for having a high Primal Urge.
Ratkin: Blood Memory requires a Harmony roll, with a penalty depending on the
specific nature of what the rat-shifter is after (difficulty conversions are provided on
p. 29 of theWerewolf Translation Guide). Ratkin blood is a Toxicity 3 poison,
anyone consuming it also suffers the effects of a dose of hallucinogenic drugs. Pretty
much all Aspect traits convert directly.
Rokea: Shark-born Rokea suffer a -3 penalty to Presence and Manipulation rolls
when dealing with humans. Worse, any dice that show a 1 also subtract a success
from the characters total. Double the Rokeas Primal Urge when checking to see if
the character falls into Death Rage. Chasmus and Gladius both have 1/1 armor, and
an attacker who makes a successful unarmed attack against a Rokea in those forms
suffers a point of bashing damage.
2012 CCP hf. White Wolf, The World of Darkness, Werewolf: The Apocalypse,
and Werewolf: The Forsaken are registered trademarks of CCP hf.

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