This is an experimental combat system that uses the old Rage combat cards.
For those of you who missed that game, Rage was the collectible card game based
on Werewolf:the Apocalypse. The original version is no longer being produced,
but there's a great new version. Unfortunately the new system leaves many of the
old cards broken. The combat cards in particular are incompatable with the new
system.
The rules that follow are for using the old Rage combat cards in Werewolf's
combat system. This is a completely different system than that presented in
World of Darkness: Combat. This was designed partially so I would have
something to do with all those old combat cards. The other reason was because
sometimes you just have a bad day with dice. Every player's had one of those
days where they just roll botch after botch. This system allows that Elder
Ahroun who's having a bad dice day to open a can of whup-ass and show everybody
just why he's made elder status.
If you don't have any Rage cards, these rules will probably be fairly useless
to you. If it seems like a good enough idea that you'd like to try it out, a
simple web search will take you to any number of Rage dedicated sites that have
spoilers for the cards listed here.
Now, on with the rules...
You may take one card as a special maneuver for each point of Brawl, Melee
or Kailindo you have. (Kailindo cards for Kailindo, etc.)
You can use the combat card in place of attacking that round by spending
the correct amount of Rage. To determine that, subtract your skill in the
relevant ability from the Rage cost and then burn that many Rage points to
make up the difference. (i.e., you have a Brawl score of two and took Eyes
Gouged, which has a Rage of four. You need to burn two Rage to use it) You
must burn at least one Rage.
You may not take another offensive action the round that you used the
card. (Though if you have Rage left to burn, you may dodge the last attack or
attacks in the round)
The damage is unsoakable and automatic, no attack rolls necessary.
If the Rage requirement on the card is less than or equal to your base
auspice Rage, you may use it multiple times per combat. If it is higher than
your base auspice Rage, you may only use it once. (i.e. the Ragabash may use
Eyes Gouged, Rage 4, once per combat while the Ahroun may use it multiple
times so long as he has rage to burn.)
If your opponent wishes to dodge your attack, he must get at least as many
successes on his Dodge roll as the Rage cost of the card. (i.e. he needs five
successes to dodge that Flying Tiger but only one success to Dodge that Bitch
Slap)
Damage is unaggaravated if you are using non-fetish weaponry or are in
Homid or Glabro. Damage is aggravated if you are in Crinos, Hispo or Lupus or
are using a weapon that causes aggravated damage.
You can't use any of these if frenzied.
These actions occur wherever you fall in the initiative sequence.
You don't have to use the cards, you can still attack as normal by rolling
dice, even if you've used up all your Rage.
We've run a few sample combats and the balance seem to be just about right.
You do have to think about what you're doing however. When Gifts are added into
the mix, strategy becomes very important. If you pop on Spirit of the Frey and
have the Rage to blow on that Mangle, you can literally cripple an opponent
before he gets in a shot. Of course, he has the same opportunity to do that to
you.
Note: If the card text says that the opponent is down X Rage for the next
round, that is interpreted as being down X dice for the next round. The
following cards were grouped into Brawling, Melee and Kailindo manuevers. Any
notes on a specific card appear in brackets next to the title.
Brawling
Stinging Wound [opponent gains a Rage point]
Bitch Slap [opponent gains a Rage and checks for Frenzy]
Surprise attack
Overextended Attack [ you may take no action next round]
Organ Puncture
Eyes Gouged [consult ST for exact effect]
Fast Strike [you win initiative]
Head Wound
Disembowelment
Vital Blow [act as if Crippled for next round, even if they have Resist
Pain]
Broken Limb [Resist Pain does not eliminate this dice penalty]
Dis-Arm
Mangle
Melee
Reckless Swing
Disarm
Kneecapper
Riposte
Critical Blow [may not regened by rolling Stamina or with the Gift Combat
Healing, may not roll Rage to recover from this wound]
Kailindo
Nerve Cluster [treat as Crippled, ignores Resist Pain]
Evade and Strike
Mantis Form
Forceful Wind [neither character may take an action next turn]
Flying Tiger
Passive Aggression [opponent need five success on attack roll not to be
affected by his own attack. Roll opponent attack damage normally. Unpleasant
with a Klaive]