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Bite

werewolf bite

Even more primal than CLAW. Every werewolf knows how to bite — but only a true wolf knows how to feed from it.

Vampires drink with elegance. Werewolves rip and take. BITE isn’t about finesse, it’s about dominance. You pin, you sink teeth into flesh, and you steal the life that is still fighting inside.

In the old forests it was how packs survived winter. In the modern city, it’s how they survive the night.

Lore

The first bite in a fight changes everything. The blood of a supernatural creature is hot with latent energy — adrenaline, fear, magic. For a werewolf, it’s fuel.

The younger wolves call it “The Red Rush.” The moment teeth break skin, the curse reacts. Your heart hammers twice as fast, wounds knit slightly, and that deep, cold exhaustion from holding the human shape back just… vanishes.

Elders warn: Don’t BITE unless you mean to finish the fight. Once you taste blood in battle, the wolf doesn’t want to let go. That’s why human hunters who survive a werewolf bite always say the same thing — it didn’t feel like being attacked by an animal. It felt like being claimed.

It only works on living or recently living targets. Cold blood gives nothing. The city has plenty of warm bodies.

In-Game Effect

Type: Physical / Grapple Action (Cannot be silenced, requires melee range)
Requirement: Werewolf Form, Target – Vampire, mage, Witch.
Cost: 5 AP, 10 – 40 energy.

  • The Feed:
    • +50-150 Energy
  • Blood Memory: If you BITE a supernatural target (mage, werewolf, etc.), you gain their last used active ability as a Scent Echo for 20 seconds. You can’t cast it, but you can smell where they will move next — +15% dodge and +10% critical chance against that target.
  • Frenzy Risk: If you BITE 3 times within 60 seconds, you enter Blood Frenzy for 8s. +30% damage, +20% attack speed, but you cannot distinguish friend from foe for targeting purposes. Your pack knows to stay clear.

Tactical note for players: BITE is your sustain. CLAW is how you start a fight. BITE is how you stay in it. Use it to finish a weakened hunter on a rooftop, then turn with full Energy to jump the second one.