A Dog's LifeAs I said above, looking to base the Wulftouched on the Harrowed from Deadlands. This seems my best option to expand the Wulftouched.
WulftouchedRemains a Major Hindrance, though it works similarly to the Harrowed Edge from Deadlands but without any of the benefits. It also unlocks a series of Edges.
FuryFury works similarly to the Harrowed's Dominion, though this is a right up Trait roll rather than an opposed one. A character begins with a Fury of 0, though this changes based on the success or failure of the character's Fury roll (see below). The GM will generally call for a Fury when they feel the situation is right, this is typically when the character is under a great deal of stress. Make a Spirit roll for Fury when the GM calls for it, using the character's current Fury score as a modifier. Fury can never go below -4 or above +4.
Fury TableSuccess: The Wulftouched retains control and gains 1 of Fury, or 2 with a raise.
Failure: Your character loses a point of Fury and is Shaken, though doesn't 'wolf out'.
Critical Failure: The beast is let loose as the character loses 2 points of Fury and transform into a Wulver. The character remains in this state for 1d6 hours before changing back, though possibly with an uncomfortable taste in their mouths.
Requirements: Wulftouched, Menacing
The character's bonus to Intimidation increases to +4.
Requirements: Novice, Wulftouched
The character gains Claws that do Str+d4 damage in combat and count as Natural Weapons.
Fight the Beast
Requirements: Seasoned, Strong Willed, Wulftouched
Gains one free re-roll on Fury rolls.
Nose of the Wulf
Requirements: Novice, Wulftouched, Survival d6+
Gains +2 to Survival rolls made for Tracking.
Tame the Beast
Requirements: Fight the Beast
Can make a Spirit to change into a Wulver. Success means the character retains control and acts normally, able to use Edges at the GM's discretion. Failure means the character loses control as they turn.