Hybrid Rage CCG/Werewolf the Apocalypse Combat

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...

  1. You may take one card as a special maneuver for each point of Brawl, Melee or Kailindo you have. (Kailindo cards for Kailindo, etc.)
  2. 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.
  3. 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)
  4. The damage is unsoakable and automatic, no attack rolls necessary.
  5. 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.)
  6. 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)
  7. 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.
  8. You can't use any of these if frenzied.
  9. These actions occur wherever you fall in the initiative sequence.
  10. 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

Melee

Kailindo