@Ganymede said in Mostly Mage, Partially Descent Mux:
@Coin said in Mostly Mage, Partially Descent Mux:
It really comes down to the dice rolls, but werewolves are beassssssts.
I'd hate to steal your (Love) gun, but they can also (in Gauru):
- Gain 8-again on all Brawl and Weaponry rolls (Full Moon 1).
- Gain extra health levels (Full Moon 2).
- Boost attack rolls equal to Purity against targets that stand between the Rahu and his prey (Full Moon 3).
- Inflict Tilts with every strike, regardless if the target takes damage (Full Moon 4).
- Boost Strength or Stamina by 2 per success (or gain 1 pt. of armor or do an extra +1L in unarmed combat) (Full Moon 5).
- Instantly avoid a Brawl or Weaponry strike as a reflexive action (Hit and Run).
- Instantly learn of every creature within Purityx100 yards, which destroys any ambush (Lore of the Land).
- Boost damage inflicted by Purity (Slaughterer).
- Boost Strength equal to Purity (Primal Strength).
- Penalize an opponent's attack pool equal to Purity (Grasp of the Howling Winds).
So, on top of all the goodies you can get via shifting to Gauru, you could potentially have any or all of these. And I'll wager the cost is substantially less than a combat-oriented vampire.
Plus, if the prey is the vampire, then the Werewolf can use his Hunter Aspect against him. Since we're taking about a Rahu, if the assault is successful, the Gangrel gets the Submissive Condition, which requires him to spend a Willpower point and succeed on a Resolve + Composure roll (and get successes equal to or more than the Rahu's Purity score) to launch an attack. While the condition is resolved if you take damage, one strike from a Rahu is usually good enough.
Yeah, my money's on the Rahu.
I honestly haven't done the math because it never interested me, but I'm sure a Gangrel with Protean, Celerity, Vigor, Resilience, and Coil of the Wyrm would put up a reasonable fight. I mean, just with Protean, Vigor and Coil of the Wyrm alone, you're looking at a bonus of +Vigor to dice pool, +Blood Potency to dicepool, and +Vigor to sucesses if hit, all doing aggravated damage.
Like I said above: I'm rarely interested in extremes, but in the end, I do believe it's the dice rolls that determine it.
Especially that one dice roll: Initiative. And yes, both splats have ways to interrupt, so.