glamourweaver wrote:1) OWoD stat adjustments. Basically add 1 to the listed strength and stamina bonuses in all forms but hishu.
2) Savage Might from Armory Reloaded applied to combat. 9 again on strength rolls in Dalu and Urshul forms. 8 again in Gauru.
3) Regeneration enhancement. In Gauru form lethal damage heals just like bashing. Damage is removed one at a time from right to left one turn at a time. Essence can be spent to take out additional individual hits of lethal (the healing t hat would have happened also happening) OR to heal (primal urge) additional hits of bashing.
I'd at least go with 2, possibly 3.
In my own games, I'm doing a couple things to make Gauru form worth the risks. Keep in mind I chose these buffs because I think Gifts fail miserably compared to the powers of the other supernaturals, I have a fairly small group (3 players), and my group likes interacting with vampires and other WoD denizens but don't like feeling completely overshadowed.
1. Armor in Gauru form gains the bulletproof feature and is rated (PU/2 rounded up)/(PU/2 rounded up) instead of just a flat 1/1. This makes werewolves more resistant to bullets (except silver, of course) and gives a mechanical reason for high-PU wolves being able to take even more damage than young pups.
2. Bite/Claw damage is doubled to 4/2. I just can't see why the Gauru form, with its increased size and strength, should have a bite no stronger than a normal wolf's. I get that's what the increased Strength is for, but even with the doubling of damage a rifle is more dangerous than a 9-foot monster getting its jaws around you.
3. Werewolves can use PU + the higher of Stamina or Resolve to determine how long they can voluntarily stay in their warforms. Not a big difference here, but it gives an extra round or two to those that don't want characters with high base physical stats.
4. I do use a selection of the hacks from Armory Reloaded, particularly Feral Defenses, Savage Might, Mindless Rage, and Quick Regeneration.
5. The penalty to resist Death Rage is increased to -3.
Even with the boosts to Gauru, my players do most of their fighting in the intermediate forms because of the ability to use guns or Fighting Styles, plan attacks, or use hit-and-run tactics. But when stuff goes really bad, especially if a player is alone when the bad guys show up, Gauru is always there as a temptation.