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The Dresden Files => DFRPG => Topic started by: Tirs on April 15, 2012, 08:06:27 PM

Title: Game for werewolves.
Post by: Tirs on April 15, 2012, 08:06:27 PM
Hello! I would like to arrange a game of DF, with werewolves as main characters. The plot (possibly) be a supernatural criminal story. The struggle for power over the city, blackmail, torture, murder, treason and other mutual joy of life. But you need a more advanced society of werewolves, with its own hierarchy.
 Thus, the structure of the "enclave" werewolf:
1) Hunters - the usual werewolves like Alf, three packs of 10-15 individuals. They know how things (at Billy and his team), but in normal times is not mobilized.
2) Soldiers - well-trained fighters (usually with the experience of serving in the army, police and special forces). 4 packs of 3-4 fighter with weapons and special means. They form the first line of defense. Physically - on an equal fight svampirami Red Court.
3) Rangers - intelligence and covert operations. There are only five in the entire city. Well-trained specialists.
4) Shaman - two of them, provide magical support. Specialists in Tau, ordinary talents and communicating with spirits.
5) Councillors - professionals of legal and financial issues, hackers, etc. 6 people.
6) The master - the most powerful, clever and experienced werewolf, own a controlled form of Lou-Garou (though it can be destroyed not only in silver).
 Say what? Such a community could equally at odds with the city department of the Red Court of similar size? And anyway, it looks quite decent in terms of setting of Butcher?
Title: Re: Game for werewolves.
Post by: Sanctaphrax on April 16, 2012, 03:42:31 AM
Looks workable to me, though it's abnormally large for a local supernatural organization. I count 60-70 members, which would probably make these guys the dominant force in their city. Though the Red Court would have the muscle to take them on if it really wanted to.

Not sure what that bit about owning a controlled Loup-Garou-like-thing means.

PS: If you'll permit a bit of self-promotion, I have a Pack Instincts rewrite that you might find useful. Have you seen it?
Title: Re: Game for werewolves.
Post by: Tirs on April 16, 2012, 06:24:19 AM
 Not yet. Link, please? :D
Title: Re: Game for werewolves.
Post by: Sanctaphrax on April 16, 2012, 06:31:18 AM
http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1336333.html#msg1336333 (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1336333.html#msg1336333)
Title: Re: Game for werewolves.
Post by: Tirs on April 16, 2012, 07:29:49 AM
 It's intresting. :)
Quote
Though the Red Court would have the muscle to take them on if it really wanted to.
OK. What they should be, so the odds in combat with the Red's Court were 50 \ 50? I'm just now working on the concept of "decent werewolf" in DF-setting, and I am in need of expert comments. ;)
Title: Re: Game for werewolves.
Post by: Sanctaphrax on April 16, 2012, 08:30:51 PM
Not really sure what you're asking, here.
Title: Re: Game for werewolves.
Post by: synobal on April 16, 2012, 08:49:34 PM
For some reason I read this as 'A Game of Werewolves' and i was like 'wow someone is going to try and make a game of thrones like DFRPG campaign?' To be honest I'm a little disappointed now  :o
Title: Re: Game for werewolves.
Post by: Tirs on April 16, 2012, 08:55:29 PM
What is lacking such a community of werewolves in order to equal the number of the domain of the Red Court thought it best for him not to climb.
Title: Re: Game for werewolves.
Post by: devonapple on April 16, 2012, 08:57:22 PM
Not really sure what you're asking, here.

Simple feedback on the concept, I imagine.

Say what? Such a community could equally at odds with the city department of the Red Court of similar size? And anyway, it looks quite decent in terms of setting of Butcher?

Mortal authorities and the Red Court would both be logical sources of opposition. Depending on how frisky the local Fairy Courts may be with the local mortals, a dedicated group of werefolk might run afoul of any number of types of Fae. Then, depending on the plot hooks thrown their way, the pack could run afoul of all sorts of conspiracies, plots and capers. But other than predators, I don't consider there to be any obvious must-have werefolk enemies.