Werewolf
"Survive as a werewolf in an eerie, urban city steeped in supernatural myths and occult intrigue." - A world inspired by the Pen and Paper Werewolf the Apocalypse 5th Edition. WIP.
Author's Note: ##THIS IS NOT A D&D 5e WORLD. NO D&D CLASSES, RACES OR SPELLS ARE INTEGRATED HERE. STARTING A CAMPAIGN WITH D&D CHARACTERS CAUSES PROBLEMS##
#Still a work in Progress#
Highly experimental lose translation of the Pen & Paper setting and core rules of "Werewolf the Apocalypse 5th Edition" (& "WtA - Revised edition" mixed in), which is part of the "World of Darkness"-Universe, into the F&F Framework (does not mean that everything will be set in stone yet.). Lots of Homebrew here as well, to fit the freamework.
Ironwood is a completely fictional world. Originally used in my own personal campaign which I played for several months, I decided to make it usable for everyone - with a tad bit more depth to it though.
Ironwood concentrates solely on the Garou. Vampires, Mages etc. are not integrated. This world solely revolves around the werewolf side of World of Darkness.
A lot of WtA-Mechanics can not be integrated into the F&F Framework, for example how Dice-Mechanics work or tracking Harano and Hauglosk.
Known issues:
Rage-Tracker is managed to Custom Instructions in the Settings-Menu of the Campaign. You can enable/disable it on your own disgression, but it behaved really wonky when I tested it. Sometimes it was fine, sometimes all over the place. Franz often introduces random stuff to get the Rage up, often very very fast.You can ramp up the numbers from 1-5 to 1-10 or whatever you think feels good if you want to use it but not at the fast pace. Atm Franz always will track your Rage when the CI is enabled, regardless of you being a Garou or not.
"I can not start a campaign with my own character": This is a non-D&D-World. If you want to play with a character that has a race, class etc. which is not represented in Ironwood (or not integrated), clone Ironwood and add your character in the workshop tab to the existing character roster. The same you do with the class you want to play and the spells your class uses. Same for items. Start your campaign from your workshop.
Atm everything is so op: you are a werewolf, you are not a human in this world. So you are way more resilient and strong overall. You rip and tear. Easily. Through everything. I also noticed in the Discord that most people really ramp up their numbers up into the sky. I probably will turn down the damage numbers in later updates. For the time being enjoy going ham. But it might feel like enemies are pretty weak.
Why so many homebrew-spells? Because with the few provided by the core rulebook the turn based combat becomes stale and repetetive pretty fast otherwise. I tried to give all classes fitting ones, maybe I rework some of them down the line.
Future plans:
-adding some Hound Members, some Pentex Employees etc.
-adding all missing official items and all missing patron spirits
-finding a way to better integrate Rage built up an loss as well as Frenzy
Played | 14 times |
Cloned | 0 times |
Created | 92 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Thunder
Level 20 Umbra Spirit Shadow Lord -
Thunder is a commanding Umbral Spirit and the Patron Spirit of all Shadow Lords, embodying the storm's power and authority, teaching strength and ruthlessness to those who seek to lead.
Details
Race | Umbra Spirit |
Class | Shadow Lord |
Level | 20 |
Alignment | |
Pronouns | He/Him |
Location | -4765, 6272 |
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Wisdom | 0 |
Honor | 0 |
Glory | 0 |
appearance
Thunder manifests as a towering, shadow-cloaked wolf spirit, its fur streaked with crackling veins of lightning. Its eyes blaze like twin storms, and its voice echoes like distant thunder across the Umbra. Scars of ancient battles line its body, and each step leaves the faint scent of ozone and the rumble of a coming storm. Jagged metal shards are embedded in its hide, humming with raw energy, and its presence commands awe, embodying wrath, power, and ancestral memory.
personality
Thunder is cold and commanding, valuing strength and cunning above all else. He is fiercely intelligent and believes in the necessity of ruthlessness in leadership. While he is not cruel, he tests those who follow him, shaping them through challenges that demand resilience and decisiveness. He sees mercy as a weakness that can lead to downfall, advocating for a more pragmatic approach to conflict.
backstory
Thunder is the embodiment of the storm, a powerful Umbral Spirit. He teaches the importance of strength and authority, guiding his followers through the tumultuous landscape of power dynamics. His presence is felt in the darkest moments, where he challenges the Garou to confront their fears and embrace their true potential. Thunder's lessons are harsh but necessary, shaping the leaders of tomorrow through trials of strength and cunning. Thunder is the Patron Spirit of all Shadow Lords.
Stats
Strength
30
Dexterity
20
Constitution
25
Intelligence
25
Wisdom
30
Charisma
30
Armor Class
30
Max HP
500
Speed
30
HP
500 / 500 HP
XP
355,000355,000 XP999,999,998
Level 20
Equipped Items
Spellbook