What was the name of this Werewolf band?

I remember that there was a Werewolf hard rock or metal band in some pre W20 sourcebook, but I am having trouble finding it again.

I know these pieces of the puzzle:

  • There was certainly at least one Garou as part of the group.
  • They were ‘renowned’ for their afterparties, which seemed to border on veil breaking.
  • It might have been one of the city tribes (Glasswalkers or Bone Gnawers), though I am not really sure about that.

What was the band’s name and where was it mentioned?!

What rules can I use to emulate a W20 wendigo’s clan werewolf with V5 rules

I make a scenario using vampire the masquerade V5 rules where I want that my players face a wendigo’s clan werewolf as those werewolfs are in werewolf the Apocalypse W20 (the werewolf have characteristics of a neonate equivalent for werewolf for his powers). Since in V5, they only give rules for “basics” werewolf, I have to adapts those power from my W20 book.

The problems are that I am not so good to homebrew things, so if I can use vampirics powers that work the same way, I prefer to use them; and that I’m not very good to understand some of the W20 rules (maybe because I am too much influenced by vampire V20)

I have some ideas (e. g. use blood sorcery rituals used to track someone to emulate the feature that make wendigos so dangerous), but I think that the experience of peoples that have way more experience in this domain can only make it better.

Should I tell my player he’s a werewolf?

Ok, so here is the situation:

I’m running Cuse of Strahd for a group of friends, and last session they had an encounter with werewolves. I made all wolves (and werewolves) attack a single player, since that’s how I thought they would probably hunt. Since the paladin was the only one who had a silvered weapon, they decided to take him down first.

It was impressive. He dodged almost all attacks from normal wolves and was bitten by every single werewolf attack. He passed his con saves to avoid lycanthropy so many times I lost count. I didn’t tell him what the rolls were for, or whether he succeeded or not, but he pretty much knew what was going on.

Finally, the last hit took him down. The wolves were done with him and onto a new target. Only one last save to make… and he rolled a natural 1. Yeah, he’s turning into a werewolf.

He instantly told me that as a paladin he is immune to sickness and disease, and I reassured him that I was aware. And that was it. I didn’t tell him his character is cursed yet. He asked if he felt any different when he woke up, and I told him he only felt the pain from the fight.

Now for the fun part: Should I tell him he is cursed, or should I let him find out at the next full moon? There is not much in the monster manual. My two best options right now seem:

  • Let him go on as usual, and transform him in the next full moon. He goes all out, attacking anyone he sees, friend or foe (if the players do not lock him up as a precaution, which might happen). And from that point on he feels the effects of the curse. All at once, the bloodlust, the anger. Flashes of whatever he did during his transformation come to him, and thoughts of what he didn’t get to do pass thourgh his mind. The once peaceful paladin now has to control his violent and feral instincts.
  • Let him know right now. He feels the change, although I explain to the player that his character does not know what it is. Tell him to start subtle. His best friend (another PC) just died in the campaign the previous session, so his character is pretty agitated. So the character and the other players might think it’s just his way of dealing with grief. He was more violent during the fight against the werewolves, even before the curse (that was all the player’s doing). But only when he finally turns into a monster, everything will make sense.

Either way, the player loves to roleplay, I’m pretty confident he will enjoy both scenarios. I know I described a little bit about his thoughts and feelings, but I don’t intend on going too far with it: it’s his character, and I’m not planning on taking agency from him. I’m pretty sure we’ll figure it out. My real question is: how should I tell him about the curse? How does it work?

Is this werewolf homebrew race balanced?

Can you please tell me if this character is balanced? It is a werewolf race: too OP?

Here are the racial traits:

Ability Score Increases. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Lycanthropes mature at the same rate as Humans, and live up to around 150 years.

Alignment. A Lycanthrope is typically of a Chaotic alignment.

Size. Lycanthropes stand 6 to 7 feet tall just as a Human. Your size is Medium.

Speed. Your base walking speed is 30 feet in your humanoid and hybrid forms, and 50 feet in wolf form.

Silver Weakness. You are vulnerable to damage from silvered weapons.

Regeneration. You have resistance to damage from nonmagical weapons that aren’t silvered. At the start of each of your turns, you regain hit points equal to 1d4 + your Constitution modifier if you have no more than half your hit points left, and have at least 1 hit point.

Natural Weapons. While in your hybrid or wolf forms, you have a 1d6 Bite and 1d8 Claw attack. Increase damage at level 5 to Bite 1d8 and Claw 1d10. On a successful melee attack you may use your bonus action to make a claw attack on the same target.

Tracking. You can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range.

Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray and red.

Shapeshifter. You can take 1 action to change into your Hybrid or Wolf Form. While in Hybrid Form you can not wield weapons, or wear armor. While in wolf form you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM’s discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form.

Trip Attack. While in Wolf or Hybrid form you can attempt to trip the opponent as a bonus action after a bite attack. The opponent must make a Strength saving throw equal to 10 + your Strength modifier + your proficiency bonus.

Wolf Empathy. You can communicate with wolves and dire wolves.

Skills. You are Proficient in Survival, Nature, Intimidation and Perception rolls. You have disadvantage on Persuasion checks.

Saving Throws. You are proficient with Strength and Dexterity saving throws.

Full Moon Rage. At the start of a night with a Full Moon you must make a DC13 Wisdom save or lose control of yourself. During this time the DM has Control over what your character does, however every hour you may reroll your saving throw to take back control. Once you make the correct saving throw you retain control for the rest of the night.

New Moon. During a new moon, you cannot transform, and are damaged normally (without resistances and weaknesses).

Tough Hide. While you are not wearing any Armour or shields, your AC becomes 10 + Strength Modifier + Proficiency Bonus (All Forms).

Languages. You know Common, Wolf and one extra language. You can only speak in Human and Hybrid forms.

Vampire the Masquerade Discipline vs Werewolf Fetish

Recently – In a mixed WoD 20th Anniversary game, we came upon a unexpected problem.

Phoebe’s Veil – a level 3 Fetish – Gnosis 7

V.S

Vampire Auspex

While the Veil says “Neither mundane creatures nor spirits nor technology may sense her in any way except touch.” the argument was made that Vampires are not mundane – and thus Auspex should pierce it –

On the Flip side of the coin – it is the bound spirits who are concealing the ware wolf, In this case a multiple spirits – a Lune, a chameleon and a shadow” and since Vampire’s cannot see nor interact with spirits – via Auspex at all – it should not –

I have searched a bit on the net and tried to find some kinda of errata for the fetish or something that might give the players a understandable and logical conclusion – (I never like saying “it works or does not because I said so” I try and give reasoning) Obviously saying having Auspex 7 (its Gnosis rating) to see though is kinda out of the question but also having a 3 (level of fetish) does seem to “limit” its power and usefulness –

Ideas?
Thank you in advance