-
It's a Mortals game set during WW2. The players are commandos in the British Army, fighting the supernatural forces of the Third Reich. So far the campaign has been them getting back to England after a failed attack on French soil (leading them to join the commandos), and slowly uncovering supernatural forces. They've been tested by their superiors
-
From what I remember, werewolves have a maximum age of about 200. Of course, none of them ever live that long. They tend to get killed first. But some werewolves with high primal urge can put themselves into a sort of torpor to sleep away the ages. Can't for the life of me remember what book I saw that in, but I remember thinking that would be a
-
Right now I'm running a Mortals game, and have given the players the option to become supernaturals later on. One of the players wants to become a werewolf, and next session is likely when he goes through his First Change. At the most inconvienient moment ;) From what I know of the FC, the character involuntarily shifts through all 5 forms and runs
-
In a straight fight, the werewolf would win. In a planned fight, the mage would. Why? Well, werewolves are tanks. Unless the opponent has a silver weapon, they are going to be dealing more lethal a turn than the others, have more health in Gauru and are able to regenerate. They'll win simply because they can outlast the others. Given time to plan
-
What I love about the Intruders cover is that the guy is clearly going "OH SHIT, WRONG DOOR!"
-
Since your game's in Japan, why not have the wood be Aokigahara, the forest of the suicides? It's an actual location at the base of Mount Fuji where hundreds of people go to kill themselves. Walking through the woods, you can easily come across nooses, personal effects and even human remains. There's a documentary about it on youtube (Sea
-
I've never really liked the heavy spirit angle either. Using spirits isn't too bad- it makes werewolves unique amongst the supernaturals- but I often feel that it leans dangerously close to being a furry version of Mage sometimes. I've always had werewolves be a special sort of CB, ones whose ancestors long ago made a pact with spirits to
-
[quote user="Malkav"]Changing Breeds (seems like everyone hates that book except for me, problems or not).[/quote] I like CB too! I haven't read enough of the books to list five here (for the supernaturals I generally only buy the core books, and I've found Mortals to be quite good), but one thing that always struck me as controversial
-
There's actually a Ghostbusters RPG, but you'd be lucky to find it. It's a lot of fun though (I dn't think my group got through a session without causing mass property damage), so try scouring ebay/the dusty corners of your local RPG shop.
-
[quote user="Cowboy Hat"]I think you should stick in Ashwood Abbey somewhere in the mix, perhaps as organizers of the game.[/quote] Or have the Abbey gatecrash the entire thing once the players are about to make their move. I can just imagine the Abbey smashing through the walls in their jeeps with flamethrowers and spraying silver bullets