GURPS Werewolf: The Apocalypse Fan rules for 4e

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Werewolf: The Apocalypse Fan rules for GURPS 4e

The original GURPS Werewolf: The Apocalypse was sourced from the first edition of W:tA. These rules will generally be inspired by the Revised edition: this is not a 1:1 "conversion", and where things don't mesh well, I will be favoring GURPS and my whims over W:tA (any version).

Which Universe?

Important decisions to make: Are you running a Werewolf game, a World of Darkness game, or a unique setting, perhaps based around a GURPS line like Monster Hunters?

The original book (GURPS or WW) assumed "A Werewolf game" - the rules weren't well written for crossovers, and there's contradictory information amongst the various books. Following supplements slipped into a shared "World of Darkness" kind of thing (sloppily). Revised edition tried to harmonize things, with varying success. Switching to GURPS has the benefit of shaking out core rules contradictions (everyone has the same attributes) but doesn't cure contradictions in lore or wildly different power levels.

Garou in GURPS Monster Hunters

Garou of any kind are not suitable starting Inhuman characters in a 400 point Monster Hunters game due to their great expense.

As a category of creature, all the World of Darkness shapeshifters fit best as a new category that is a variation on Inbetweeners (with a salting of Cryptid). Inbetweeners have a foot in the spirit world, and in the mortal world, and are fearsome to both spirits and mortals as a result. They're difficult to kill. They have exotic powers. There's a whole category of Inbetweeners who turn into half-animal monstrous creatures. Garou can be mistaken for them, and in turn most garou would recognize Inbetweeners as corrupted shifters, materialized wyrm spirits, or formori. Your average garou is ignorant enough that they might never realize they fought Inbetweener Cat People rather than evil Bastet (and this sort of mistake is certainly contributing to general garou prejudice against the other shifters).

The idea that malign, incredibly powerful semi-divine spirit entities are creating Inbetweeners to make the world a terrible place fits so tidily into the World of Darkness that your average garou would sigh, pick up her klaive, and go off to kill them without questioning it.

A monster hunter familiar with Inbetweeners may immediately assume garou and other shifters to be malign; a group of hunters may not realize the garou they killed isn't a 'normal' kind of Inbetweener until it's dead and they realize it's got more plausible organs than most.

Banes are a new category of spirit, although the line between a bane and an immaterial demon is a fine one (banes being distinguished by being batshit insane). Formori are common enough in a Werewolf game that they'd also be worth creating a new category for; like garou and Inbetweeners they're part mortal and part spirit, but the two parts are poorly integrated making them flawed. An RPM practitioner can probably target that flaw to do terrible things to a formor, once its recognized.

New Powers

Werewolves have access to three powers. All three powers have the same origin (Gaia), their own Talents, and their own Energy Reserve. Talent and the Energy Reserve are mandatory to purchase at the same level, and Talent/ER 1 is a prerequisite for all powers.

  • Rage Power
    • Power Modifier: -15% (Prerequisite Disadvantage: Berserk, -5%; Exotic counter-measures: various tranquility or pacifying powers). To take any abilities of the Rage Power, a character must have at least -5 points in the Berserk disadvantage; most garou generally have it in the form of Berserk 12- with the Enraged limitation. Each use of an active Rage ability requires a Self Control roll for Berserk; going berserk or not does not change whether the ability activates.
    • Rage Talent costs 5/level, up to 10 levels.
    • The Rage ER is a metatrait, detailed below.
  • Gnosis Power
    • Power Modifier: -5% (Energies can be interfered with by exotic sources, specifically the Gauntlet)
    • Gnosis Talent costs 5/level, up to 10 levels.
    • Gnosis ER costs 1.5/level, round up after multiplying by level - e.g. Gnosis 5 costs 13 points.
  • Willpower Power
    • Power Modifier: ??
    • Willpower Talent costs ??/level, up to 10 levels.
    • Willpower ER costs 2.7/level, round up after multiplying by level.

Rage Energy Reserve Metatrait, [42]

This is a leveled metatrait, which in normal circumstances goes from 1 to 10. The energy reserve recharges 1 point when you have to make a self-control roll for Berserk (other than SC rolls triggered by using a Rage power). You may also recharge one point per day in a method linked to your power origin (garou need to look upon the moon), or instead at most three days per month you may instead recharge all your ER in a method linked to your power origin (looking upon the moon while it is in your phase). You may still use special abilities to transfer or steal energy, where appropriate.

Statistics: Energy Reserve (Rage; Special Recharge, -33%) [2], Altered Time Rate (Cannot spend FP - only ER, -5%; Costs 1 ER per level per second, -50%) [45/level]

Notes: ATR price found by finding the cost for 10 levels and dividing by 10. The Costs 1 ER per level per second is 10 levels of Variable Costs FP, -25%, which is then doubled because the cost is per second not per minute. ATR does not qualify for Maximum Duration as spending Rage does not have a 5-minute cooldown period.

Some very important legal notes

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. This material is also not endorsed by White Wolf or Paradox Interactive AB, and does not represent an official work by them. This material especially does not represent a co-operation between those entities.

GURPS is a registered trademark of Steve Jackson Games. All rights to GURPS are reserved by SJ Games. The GURPS material used here is used in accordance with the SJ Games online policy.

Werewolf: the Apocalypse is a registered trademark of White Wolf Publishing AB, which is a Paradox Interactive AB company. White Wolf currently does not have an online policy; this page is created in good faith, doing my best to observe Canadian copyright law and trademark law. Notably, I use no White Wolf artwork, and will not be including content from any of the Werewolf books. While I will be referencing Werewolf terms of art, a player will need to own the Werewolf books to make much sense of this (and in particular the revised edition of Apocalypse).

I am particularly notably not including any material from GURPS Werewolf: The Apocalypse as I have no idea whose policies would apply to it. Also, I don't like the rules.