Alpha Werewolf
Alpha Werewolf
AX.GHW.13.07.03
An older lycanthrope who has achieved sufficient control of the infection to shift deliberately rather than involuntarily, and who has built a pack around themselves. An Alpha's Pack Sense extends across the full pack and provides tactical coordination that makes the pack significantly more dangerous than a collection of individual Werewolves.
Type: Shapeshifter (Lycanthrope, Alpha)
Threat Power Package: Elite
Size: Large (shifted form)
Attributes (shifted form)
- Body: 5D
- Speed: 4D
- Wit: 3D
Talents
- Brawl: 4D
- Notice (Scent): 3D
- Fortitude: 3D
- Tactics: 2D
- Resolve: 2D
Combat Statistics
- Health: 40 (20 + Body 5 + Elite modifier 15)
- Defense: 3 (Speed 4 = 1.33, +1 = 2; Alpha resilience raises to 3)
- Armor: Supernatural resilience (equivalent to Light +1)
Saves
- Body Save: 8D (Body 5D + Fortitude 3D)
- Speed Save: 4D (Speed 4D)
- Wit Save: 5D (Wit 3D + Resolve 2D)
Attacks
- Alpha Strike: Body 5D + Brawl 4D = 9D vs Defense, 6–8 damage typical; silver-inflicted wounds from this attack are particularly severe, target must make Body Save vs Threshold 3 or the wound continues bleeding for 1D3 Turns (1 damage per Turn, not regenerated)
- Bite (Grabbed): Body 5D + Brawl 4D = 9D vs Defense, 6–8 damage typical; Alpha bite infection requires Body Save vs Threshold 5, significantly harder to resist than a standard Werewolf bite
Shapeshifter Traits
- Silver Vulnerability: As standard; Alpha wounds from silver bleed persistently (see Alpha Strike)
- Alpha Regeneration: Regenerates 3 HP per Turn; silver wounds regenerate at 1 HP per Long Rest rather than per Turn
Special Abilities
- Pack Command: As a Free Action, the Alpha can issue a tactical command that grants all pack members within Far range +1D on their next action. This does not require communication, the Pack Sense is the channel.
- Deliberate Shift: The Alpha can shift between human and wolf form as a Minor Action, at any time, regardless of lunar cycle. They can sustain either form indefinitely.
- Dominant Presence: When the Alpha is present, all Werewolves in their pack are immune to Frightened and Shaken conditions. When the Alpha falls, pack members must make Wit Save vs Threshold 2 or become Shaken for 1D3 Turns.
Tactics
The Alpha does not charge first. It directs the pack, identifies the highest-threat target (usually a Sacred Fire or Hollow Pact practitioner, the Alpha understands the hidden world well enough to know what those traditions can do), and coordinates the pack engagement while staying mobile. When the pack has engaged, the Alpha closes with Alpha Strike against whoever is isolated. It will retreat and regroup if the situation turns, an Alpha that has survived to Elite status has survived by knowing when a fight is lost.
Lore & Ecology
Alphas are the social centers of their packs. Most have human lives that provide cover, jobs, families, community standing. Their packs are often people they know in human life who were infected deliberately (the Alpha chose them for the pack) or accidentally (the Alpha lost control). The pack dynamic is not purely predatory; many Alphas genuinely care for their pack members and are managing a community. What makes them threats is when that community management involves territory claims, feeding territory, or the kind of conflict that produces casualties.
Destruction
Silver remains the primary method. An Alpha's regeneration makes prolonged engagement at a cost, sustained fire damage combined with silver attacks is the reliable protocol. Killing the Alpha dissolves the pack bond and may return infected pack members who had lost voluntary control to a more manageable state.
Scene Materials
- Blood sample from Alpha (confirms Alpha status; reveals pack bond network to Blood Sense practitioners; $500–1,000 research value)
- Personal effects (Alpha's human identity and pack network, significant investigative value)
- Evidence of pack territory and infected members (operational intelligence)