Thanks for the replies so far. These are essentially the same ideas I had as well. But what about for the gifts?
WW is essentially an animist society. Does it make sense to use Spirit Magic? Would the Garou be shamans, then? Or would that be just for Theurges?
I was also considering sidestepping (bad joke) the Spirit Magic stuff and just tacking on Gifts as abilities under Tribe, Breed, and Auspice keywords.
>
> I had subsumed Rage into Breed as it is an obvious and universal Flaw of
> all Garou. Like I said, if you know the WW system it flows fairly easy.
>
> Bo
>
> (PS: Happy Thanksgiving Day to all of you in the US.)
>
> On 11/21/2012 3:01 AM, Nick Eden wrote:
> >
> > I think for Werewolf you'd probably also need to add Rage as a flaw as
> > well. There might even need to be some additional gloss to link use of
> > any special abilities to resisting being overcome by your Rage. A long
> > time since I read any Werewolf games and I've never actually played it
> > so that's about the limits of my constructive comments.
> >
> > Hell, for all I know, in New World of Darkness, rage may no longer be
> > a factor. They seemed to take all the interesting stuff out of Mage
> > for the new edition.
> >
> > On 21 November 2012 01:47, Bo <lorgryt_at_...
> > <mailto:lorgryt%40comcast.net>> wrote:
> > > I started to, but realized that the basics of White Wolf Games is so
> > > structured and strait forward that all you have to do (in your case) is
> > > use the Breed, Tribe and Auspices as Keywords and the rest is rather
> > easy.
> > >
> > > Bo
> > >
> > > On 11/20/2012 2:28 PM, Craig wrote:
> > >>
> > >> I was wondering if anyone on the list has tried converting WoD
> > >> characters/scenarios to HQ?
> > >>
> > >> I am personally interested in running "Werewolf: The Apocalypse" using
> > >> HQ rules.
> > >>
> > >> Thanks,
> > >> Craig
> > >>
> >
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