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Wolf

wolf rendered.jpgRepresents: Victimizing Others, helping self by hurting/taking from others

Wolves embody the biblical concept of wickedness by embracing and promoting selfish victimization. They look out for their own interest and advance their goals at the expense of others. Even when they act in packs, there will be an alpha of sorts and the others are just waiting for an opening to take the position for themselves. Wolves encourage this kind of behavior in humans and will give those practicing victimization added strength to become progressively worse and worse. Wolves are strong and precise. They attack with a savage bite and become even more ferocious once they have tasted weakness. Wolves are excellent at taking advantage of the presence of allies and can easily overwhelm their enemies. They let loose a Ravenous Howl, exciting their own passion as well as all allies who hear or join in.

Special Abilities

When using a known Maneuver, Martial Mastery grants Wolves a bonus to Precision (or Guard, whichever is applicable) equal to half the Mastery Level of the Maneuver. 

Martial Mobility allows Wolves to remain somewhat mobile while in Defensive Stance. Each Turn they are in Defensive Stance, they can perform one Maneuver without halving the distance travelled. Alternatively, they can add 1" (unhalved) to a single Move during that Turn. (Martial Mobility cannot allow the character to exceed the distance they would have travelled without Defensive Stance.)

Strength in Struggle reflects Wolves' toughness by reducing damage related to Strikes received by 10%. Damage related to Strikes dealt by Wolves is increased by 10%. Wolves also gain +1 to all Resist Checks.

Strength in Struggle

Tier:1

Tier:2

Tier:3

Tier:4

Wolf

-10% damage dealt with

and received from Strikes

no
change

+1 to

Resist Checks 

no
change


Situational Awareness gives Wolves 3 to Perceive and 3 vs. Perceive.

Situational

Awareness

Tier:1

Tier:2

Tier:3

Tier:4

Wolf

3 to Perceive and
vs. Perceive

6 base for

Perception

9 base for

Perception

12 base for

Perception


Trained Eye 
lets Wolves choose a Target to watch. The Wolf must Pass a Perceive Interaction vs. the Target (with a Difficulty of 0) and will then have certain benefits against the Target. The Wolf ignores any Guard the Target gains from Defensive Stance. The Wolf also gains 1 Adjustment in their favor vs. any Strike made by the Target or when making Check Rolls and Resist Checks vs. the Target.

The Wolf may attempt to establish Trained Eye only once per Turn. The Wolf may drop the current Target to attempt to watch a new Target. If the Wolf loses line of sight with the Target for an extended time, Trained Eye may be lost.

Trained Eye

Tier:1

Tier:2

Tier:3

Tier:4

Wolf

1 Defensive Adjustment and 

ignore Guard from Defensive

Stance on 1 Perceived Target

no
change

2 Defensive

Adjustments

no
change

Wolves are skilled persuaders and can employ their Boundless Spark to make more frequent attempts to influence others. Wolves may perform two Social Interactions in a single Turn each Cycle.

Boundless Spark

Tier:1

Tier:2

Tier:3

Tier:4

Wolf

may perform 2 Social Interactions
in 1 Turn each Cycle

no
increase

in 2 Turns
each Cycle

no
increase

 
image-1727288678849.png
[In 
Dry Bones, none of these Special Abilities are in effect.]

Weapons

Wolves Strike with strong jaws and rending claws that deeply wound the Target.

Weapon

Standard Effect 

Passion Effect 

Jaws & Claws

12 = +20% damage (1/Strike)

+10% damage


 

Maneuvers

Wolves use numbers or situations to to their advantage to Outmaneuver their prey. Then, once they get a taste of their enemy, they excitedly lash out with a Voracious Bite. At 1st Domain the Wolf has these at a Mastery Level of 2. This increases to Mastery 3 at 2nd Domain, Mastery 4 at 3rd Domain, and Mastery 5 upon becoming a Wolf Beast.

Outmaneuver (3 AP)

Outmaneuver grants the Wolf additional Magnitude for determining Melee Influence for this Strike. If the Defender would still have Defensive Adjustments, reduce those Adjustments by 1. Outmaneuver may only be used if the Wolf has an ally within Melee Range of the Target.

image-1727288803660.png
[For
Flesh, the Magnitude affects Superior Magnitude rather than Melee Influence.]

Mastery Level 1

+1 Magnitude for Melee Influence

-1 Defensive Adjustment for Defender

Mastery Level 2

+3 Magnitude for Melee Influence

-1 Defensive Adjustment for Defender

Mastery Level 3 

+5 Magnitude for Melee Influence

-1 Defensive Adjustment for Defender

Mastery Level 4

+7 Magnitude for Melee Influence

-1 Defensive Adjustment for Defender

Mastery Level 5

+12 Magnitude for Melee Influence

-1 Defensive Adjustment for Defender


Voracious Bite (2 AP)

Voracious Bite grants additional Passion to the Wolf's Strike, having tasted their enemy's weakness. Voracious Bite can only be used if the Wolf has caused Wear to the Target during this Turn. At Mastery Level 4, Passion Effects can trigger up to 4 times. At Mastery Level 5, Passion Effects can trigger up to 5 times.

image-1727288803660.png
[In
Flesh, there are no Passion Effects. Instead, Voracious Bite adds 0 Precision at Mastery Level 1 and then adds 1, 2, 4, and 6 Precision at Mastery Levels 2, 3, 4, and 5 respectively.]

Mastery Level 1

+24 Passion for determining Passion Effects

Mastery Level 2

+48 Passion for determining Passion Effects

Mastery Level 3 

+72 Passion for determining Passion Effects

Mastery Level 4

+96 Passion for determining Passion Effects
Passion Effect can trigger up to 4 times

Mastery Level 5

+120 Passion for determining Passion Effects
Passion Effect can trigger up to 5 times

image-1727288678849.png
[In 
Dry Bones, there are no Maneuvers.]

Songs

Wolves have the ability to sing Ravenous Howl versions.

Attributes

 

Wolves are treated as Tri-Warrior but have enhanced Might and Control, receiving an additional 12 at 1st Domain, this increases to 24 at 2nd Domain, 40 at 3rd Domain, and 80 once becoming a Wolf Beast.

Size and Mutations

Wolves fit the standard rules of Occupying Space for elohim. However, the height is of course skewed when not standing upright. Also, like all bestial elohim, Wolves will gain varying Mutations when increasing in Tier.

The example below shows a sampling of Wolves increasing from 1st Domain to Wolf Beast. In this instance, the Mutations gained in order are: Devouring Mandibles, [removed from game], and Meaty Paws.

image-1667713189821.jpg