Werewolf & Storyteller Conversion:

by H. Ryan Clark

Attributes: (from ST to Hero)

Strength = Str

Dexterity = Dex

Stamina = Con & Body

Charisma & Manipulation= Highest dictates Pre rating

Appearance= Com

Perception= Dictates Perception Roll (see below)

Intelligence= Int

Wits = Ego

Figured stats:

PD = figured

ED = figured

Spd = figured (round up)

Rec = figured

End = figured

Stun = figured

Storyteller -> Hero Rating:

1 = 7

2 = 10

3 = 13

4 = 16

5 = 19

every + 1 = + 3

every - 1 = -3

Perception Stat -> Perception Roll:

1 = 10-

2 = 11-

3 = 12-

4 = 13-

5 = 14-

Willpower -> Ego Roll Bonus:

1-5 = +0

6-7 = +1

8 = +2

9 = +3

10 = +4

Ego Roll/ Willpower: A Garou with high Willpower must usually increase her Ego Roll to reflect this (according to the conversion table). It costs 2pts / +1 to Ego Roll. The maximum that can be added to the base Ego Roll is +4.

Skills: (Storyteller Skill to Hero Equivalent)

Alertness >Bonus to Per Roll equal to Alertness/2, round up [Alertness 1-2= +1; 3-4= +2; 5= +3]

Athletics >Climbing, Breakfall and/or Acrobatics; add +1" Run at dots 3,4&5; add +1" Swim at 4&5

Brawl >3pts/ Dot to spend on unarmed Combat Levels or appropriate Martial Art

Dodge >3pts/ Dot to spend on Defensive Combat Skill Levels.

Empathy >New Int-based skill of same name [see New Skills]

Intimidation >New Pre-based skill of same name [see New Skills]

Leadership >New Pre-based skill of same name [see New Skills]

Streetwise >Streetwise

Subterfuge >Persuasion and Conversation

Animal Ken >Animal Handler

Drive >Combat Driving

Etiquette >High Society

Firearms >3pts/ Dot to spend on Combat Levels with Small Arms

Melee >3pts/ Dot to spend on Combat Levels with Melee Weapons

Expression >Oratory

Performance >Acting & Appropriate Knowledge Skill, may purchase Perfect Pitch Talent

Primal Urge >Tracking, Bump of Direction(Int Roll, -1/2) & Danger Sense

Repair >Mechanics and/or Electronics

Security >Security Systems and Lockpicking

Stealth >Stealth

Survival >Survival

Bereaucracy >Bereaucratics

Computers >Computer Programming

Enigmas >Deduction and/or Cryptography

Finance >K.S. Economics and Trading

Investigation >Deduction

Law >K.S. Law, (optional> P.S. Lawyer)

Linguistics >2pts/ Dot to spend on Language Skills

Medicine >Paramedic, Forensic Medicine (optional> P.S. physician)

Occult >K.S. Occult

Politics >K.S. Politics, Bribery

Rituals >New Int-based skill of same name [see New Skills]

Science >Appropriate Science Skills

Storyteller Skill Rating to Hero Skill Roll:

1 = 8-

2 = Att./5+9 or 11-

3 = +1

4 = +2

5 = +3

Hero Skills not used by this conversion: Bugging, Combat Piloting, Concealment, Contortionist, Demolitions, Disguise, Forgery, Gambling, Inventor, Lipreading, Mimicry, Navigation, Riding, Shadowing, Sleight of Hand, Systems Operation, Tactics, Transport Familiarity, Ventriloquism, Weapon-Smith.

Combat Skill Conversion Chart: (This chart is for players who want to convert their existing characters without agonizing over how to allocate the 3pts/ Dot stuff. Also, this is for GMs who need to quickly convert an existing NPC into the game without alot of trouble. Hopefully.)

Brawl:

level 1> +1 with Strike and Grab.....................................................................3pts

level 2> +2 with Strike and Grab……………………………………………..6pts

level 3> Punch and Grab (Dirty Infighting), +1 OCV with Punch....................9pts

level 4> Punch, Roundhouse and Grab (Dirty Infighting)…………………….12pts

level 5> M. Punch, M. Kick and M. Grab. +1 with Punch, Kick and Grab......15pts

Dodge:

level 1> +1 DCV, only adds to Dodge (-1)......................................................3pts

level 2> +2 DCV, only adds to Dodge (-1)…………………………………..5pts

level 3> Martial Dodge and Martial Block........................................................8pts

level 4> Martial Dodge, Martial Block and Martial Escape…………………12pts

level 5> M. Dodge; M. Block; Escape and +1 DCV, Dodge Only(-1).............15pts

Melee:

level 1> Weapon Familiarity: Common Melee....................................................2pts

level 2> W.F. Common Melee, +1 with Weapon Group………………………5pts

level 3> W.F. Common Melee, +2 with Weapon Group....................................8pts

level 4> W.F. Common Melee, +3 with Weapon Group………………………11pts

level 5> W.F.C.M., +3 with Weapon Group, +2 OCV with favorite weapon.…15pts

Firearms:

level 1> Weapon Familiarity: Small Arms............................................................2pts

level 2> W.F. Small Arms, +1 with Weapon Group……………………………5pts

level 3> W.F. Small Arms, +2 with Weapon Group........................................…8pts

level 4> W.F. Small Arms, +3 with Weapon Group……………………………11pts

level 5> W.F.S.A., +3 with Weapon Group, +2 OCV with favorite weapon...…15pts

Note to Martial Arts: Garou that learn Martial Art maneuvers can only use them in Homid form. Martial Arts may be used in Glabro form if the +1 Weapon Element: Glabro is taken. Crinos cannot be taken as an element with human martial arts. Kailindo and Klaivekur automatically have Glabro and Crinos elements at no cost.

 

Storyteller Backgrounds converted to Hero Perks:

Allies: Each Dot gives the PC one Ally. Each Ally is built the same way as a Follower with the Limitation; Activation: 12- (-1). Select the amount of points the Ally is based on and divide by 10 for the total cost. Use the following guidelines:

*Normal Humans (Skilled Normal: 25pt Base)...................................3pts /1 or 5pts/2

*Ghouls, Hunters, All Animals (Competent Normal: 50pt Base)........................5pts each

*Vampires (Supernatural: 145pt Base)............................................13pts/1 or 25pts/2

*Werewolf (Supernatural: 160pt Base)...........................................................16pts each

Contacts: Each Dot gives one Contact at 12- roll. Contacts cost 3pts each.

Fetish: Items imbued with the Garou's spiritual powers. Essentially magic items the GM and player build using the weapons and armor rules on pages 198-206. Make them from scratch or use Fantasy Hero as a helpful guide. Each dot allows 10 active points for constructing one or more fetishes.

Kinfolk: This "looser" form of Contacts allows the Player to have a network of non-Garou relatives (both human and wolf). The appearance of Kinfolk and/or their usefulness is completely under GM control. Very useful Kinfolk should be purchased as Contacts or Allies. Kinfolk costs 3pts/level

Level 1:> 2 Kinfolk....................3pts

Level 2:> 5 Kinfolk……………6pts

Level 3:> 10 Kinfolk...................9pts

Level 4:> 20 Kinfolk………….12pts

Level 5:> 50 Kinfolk.................15pts

Mentor: The PC must buy a 3pt Contact with the Mentor (roll: 12-) plus the Rank level, if any, of their patron. The Contact roll may be increased depending on the mutual relationship between the Garou and her Mentor.

Pure Breed: This Perk determines your Garou's "pedigree"-your lineage and your ancestry. Garou with a high Pure Breed level are seen by other Garou as the heroes of old come to life. Each level confers a +1 bonus to Oratory, Persuasion, Conversation, Intimidation and Leadership rolls vs. other Garou. Each level costs 2pts.[Max: 5 levels]

Resources: this Perk is in a different scale to Hero’s Wealth Advantage. It uses the same guidelines from GURPS Wealth Advantage.

level 1> Middle Class: $15,000 with living space and vehicle............................0pts

level 2> Comfortable: $30,000 with nice house and vehicle ………………….3pts

level 3> Well Off: $75,000 with 1+ houses or cars...........................................5pts

level 4> Wealthy: $300,000 with extended property ………………………….7pts

level 5> Filthy Rich: $1,500,000 with vast holdings........................................10pts

Rank: In the Storyteller system, Rank is a character defining attribute that comes from accumilating points as rewards for noble deeds and acts. This is a good system and is easily adaptable to the Hero system. If you prefer it, please use it. However, its impact has been greatly changed for my chronicle. In my game, Rank is a Perk similar to Vampire's Kindred Status. Rank is more a measure of a Garou's responsibilities and privileges than an actual attribute of respect. Rank is incuered to active and/or "noble" Garou by tribal elders (In my game, the tribe is the most basic unit of Garou "society". One's tribe is, quite literally, one's family). Garou of high Rank do gain some benefits (the right of challenge refusal, first "dibs", etc), this is counterbalanced by the responibilities of that rank. Tribe Alphas are expected to stand up for their younger tribe mates or answer for the actions of her pack if they impune the tribe's honor or station. Caern Alphas are the chosen leaders of the tribe protecting holy ground and will be held to a higher standard than her subordinates. Caern Alphas, as appointed protectors, are tied to the caern they guard and cannot leave their watch unless such travel is to further safeguard the caern and another tribe member is not up to the task. Tribe Warchiefs are the champions of their tribe and must lead their tribe in war against the wyrm. They will always speak for the tribe in negotiations or challenges with other tribes and must devise the tribes wartime stategies.

Rank is all well and good inside of ones tribe. Outside, amongst other garou, it may mean very little. An allied tribe may recognize your standing among your people. A hostile tribe would give such rank little or no regaurd at all. In this setting, a garou will be judged more by her tribe, auspice, age and/or battle scars more than a tribe earned title.

The GM must also keep in mind that each tribe has slightly different rules of conduct. Certain actions not permissable in one tribe may be appropriate among another (consider the scism between the Black Furies and Get of Fenris. Also, a Shadow Lord might beat a homeless man outright for scuffing his shoes while a Bone Gnawer would feed and clothe such a person). A devious Shadow Lord is sure to be as popular with his elders as a Silver Fang who has slain many Wyrm-fiends would be with her own.

Also, in-tribe rivals can be detrimental to ones ascension in rank. Damaging rumors, implied insults and outright lies can ruin a garou's image with the tribe elders and prevent her from attaining her due recognition. Even the mightiest warcheifs have fallen from grace because of skillful manipulation of the tribe's perception. This makes one's rank a bit more precarious to hold onto for there are always others who covet what you have.

The cost of the Rank Perk is equal to the level a Garou posseses. Most Garou are expected to have a rank of one, only cubs and the Ronin have no rank among their tribe.

Rank 0: Cub or Ronin

Rank 1: Tribe member

Rank 2: Tribe Alpha

Rank 3: Sept Alpha

Rank 4: Tribe Warchief

Rank 5: Tribe Elder

New Skills:

Empathy: [Int/5 +9= 3pts; +1/ 2pts]

You have a feeling for people. When you first meet someone, or when you’re reunited after a absence, you may request the GM to roll against your skill level. The GM will then tell you what you feel about that person. This skill, when it works, is excellent for spotting imposters, ghostly possession, etc., and determining the true loyalties of NPCs. You may also use it to tell if a person is lying...not what the truth really is, but whether they are being honest with you.

Intimidation: [Pre/5 +9= 3pts; +1/ 2pts]

Your character understands the science of being overbearing and hoe to use it to get what she wants. The art of Intimidation takes many forms, ranging from subtle suggestion to out right physical pain. When coupled with the Interrogation skill, the results can be incredible. People with a high Intimidation skill seem to radiate auras of authority.

This skill is often employed against NPCs and, in certain situations, can be used instead of Persuasion to allow the character to get her way with NPCs. Against PCs Intimidation can be used to add to Presence attacks. A successful roll will add 1D6, while a critical roll (under half the PC’s skill roll) adds 2D6, when the Character wishes to intimidate her opponent.

Leadership: [Pre/5 +9= 3pts; +1/ 2pts]

Your character not only has the ability to coordinate a group in a dangerous or stressful situation, she can get people to follow her lead and obey orders by exerting authority and by example. This is not so much the techniques of getting people to follow as it is being the type of person people will follow.

A successful roll will add 1D6 (+2D6 on a critical roll) to Pre attacks used to lift morale of the character’s own group. Also, a successful roll will counteract Pre attacks made against a PC’s group (as long as the PC does not also succum to the Pre attack) by -1D6 or -2D6 if a critical roll.

Rituals: [Int/5 +9= 3pts; +1/ 2pts]

This skill covers a Character's knowledge of the traditions, history and myths of the Garou. It also fulfills the Skill Roll limitation on most rites performed by the character.

Klaivekur: (Klaive Dueling)

Maneuver:…..points:..OCV:..DCV:...Damage/Effect:

Caught Steel…4pts…..+1……+0……Str +10; Bind

Disarm……….4pts…...-1……-1……Str +10; Disarm

Great Blow…...5pts…..-2…….+1…...+2 D.C. Strike

Parry ……….4pts…..+2.……+2…...Block; Abort

Riposit'e……...3pts…..+2…….+0…..+1 D.C. Strike; Must Follow Parry

Slash…………4pts…...+0……+2……+1 D.C. Stirke

Target Blow….5pts…...+1…….-2……+2 D.C. Strike

Thrust………..5pts……+1……+3……Strike

Skills:

2 K.S.: Klaivekur 11-

1 W.F.: Klaive

2 W.F.: Off Hand

1 W.F.: Thrown Klaive

3 Talent: Ambidexterity

3 Talent: Fast Draw

3 Sleight of Hand <[used in making feints vs. target's Per]

Elements:

used with Klaive/Knife or Klaive/Sword

Additional Techniques:

Two Blades: Autofire (2 shots, +1/2), for any two blades of opportunity up to 35 active points; 0 END (+1/2), OIF: Any two blades of opportunity (-1/2), Dex Roll (-1/2), Seperate Rolls and Levels (-1/4) cost: 12pts

Steel Wall: 1D6 HKA; Damage Shield (+1/2), OAF: Klaive (-1), Gestures Throughout (-1/2), Must be aware of attack (-1/4), Only vs. Hand to Hand attacks (-1/2), Cannot Grab (-1/4) cost: 6 [2]

& +2 to Melee; Only to Block or DCV (-1/4), Linked to Damage Shield (-1/2) Total Cost: 12pts

Typical Klaive: 1D6 HKA, +1 OCV; 0 END (+1/2), Can Be Thrown (+1/2) <[Active: 35], OAF (-1), Independant (-2), Strength Minimum (A/3)= 12 (-3/4) cost: 7pts

Grand Klaive: 2D6 HKA, +1 OCV; 0 END (+1/2) <[Active: 50], OAF (-1), Independant (-2), Str Min (A/3)= 17 (-3/4) cost: 11pts

 

Kailindo:

Maneuver:……………points:..OCV:..DCV:…Damage/Effect:

Forceful Wind……….5pts….+1……-2……+4D6 Strike

Tornado Kick ………5pts….-2……+1……+4D6 Strike

Deceptive Wind………4pts….+2……+0……+2D6 Strike

Striking Gale…………4pts….+0…...+2……+2D6 Strike

Sweeping Wind………3pts…..+0……+1……Str +v/5; Target Falls

Evade………………...4pts…..---…..+5…….Dodge; Abort

Block…………………4pts….+2…...+2…….Block; Abort

Joint Lock/ Grab…….3pts…..-1…….-1…….Str +10 Grab

Escape……………….4pts…..+0…...+0…….Str +15 vs. Grabs

Uproot………………4pts…...+0……+0…....Str +15 to Shove

Skills:

2 KS: Kailindo…………11-

2 WF: Common Melee Weapons

2 WF: Common Martial Arts Weapons

3 Acrobatics

3 Breakfall

3 Contortionist

3 Sleight of Hand

Elements:

+1 use with Clubs

+1 use with Chain

+1 use with Staff

Additional Techniques:

Whirlwind: The art of using the Throw maneuver with the Sweep option. Practitioners may buy Combat Levels only with Throw (-1 1/2) & only to offset Sweep penalties (-1).

cost: 3pts/ +2 vs. Sweep with Throw

No Moon Fighting: This "tricky" fighting style is simulated with Combat Skill Levels requiring Sleight of Hand Skill Roll (-1/2)

cost: 3pts/ +1 w/ Melee

Wind Dance: The art of "psyching out" ones opponent by displaying your fighting prowess. This is simulated by buying Pre with "Only to cause awe" (-1/2) and Gestures (-1/4).

cost: 3pts/ +5 Pre

Shapeshifting: Kailindoists can use their natural ability to change forms as a combat advantage. This is simulated by Combat Levels with: Only with Kailindo (-1/2), and Linked to Shapeshifting [changing multipower slots in this case] (-1/2)

cost: 3pts/ +2 with Kailindo

[Note: +2 Combat Levels equals +5 Str to use with Grab, Escape and Uproot]

[Additional Note: Remember that changing forms in combat costs 4 Rage END each change]

New Talents:

Animal Empathy: (5pts) This allows the PC with Animal Handler or Riding Skills to make a skill roll to manage any single animal at a time, even if she is not familiar with the species.

(ex: A dog trainer with Animal Empathy can make a roll to try and calm an angry cougar.)

The GM may set penalties for trying to manage very unfamiliar or alien creatures (-3 to -5).

Animal Empathy also gives +1 to roll vs creatures the Animal Handler is familiar with.