New York/Werewolf

From Dark City

Overview

"The New York that O. Henry described forty years ago was an American city, but today’s glittering cosmopolis belongs to the world, if the world does not belong to it."J.B. Priestly

While it's true that human conflicts affect the Uratha little, that's not to suggest they don't have a care. New York is a city of infinite potential butterfly effects, and the People don't live their lives in silos. What affects their friends, their family, their territory -- also affects them. The City boils and turns, and allegiances, influences, favors, resonances can all change in an instant. Gaining territory is one thing. Maintaining it is another.

On the other side of the Gauntlet, the Hisil roars with activity, even and especially in places where the division between worlds is at its thickest, in the urban heart of the city, and out somewhere in the grimdarque and glittering lights, the Forsaken's enemies lurk, too numerous to count, the city too vast to take a full accounting of, and the Herd is everywhere. Among those enemies, the Anshega are eager to take back what was theirs in the 80s and 90s, and whispers of still-worse infringe from the north.

And on the razor's edge in between those two worlds, the People must walk, hounded by the burdens and anchors of each; half-human and half-spirit and yet not quite either, not ever fully part of either world. Werewolves are called Luna's children, but it might be more appropriate to call them orphans.

However you choose navigate the balance between those two worlds, it won't be easy; a Forsaken's path never is. There will be blood. There will be loss. There will be defeat. Will you get up from the dirt? Will you stake your claim and root yourself against the tide of an unforgiving city and a sea of enemies, hidden amongst ignorant Herd?

All of that remains to be seen. And this story is true.

Theme

"A muzzle on a werewolf will never tame its bite / Whose jaws retract / With fangs intact / Enraged, to prowl the night." - Kurt Philip Behm

Werewolf heavily engages the following themes:

  • Moral Ambiguity
  • Dominance and Violence
  • Obligation and Desire
  • Isolation and Integration
  • Predator and Prey
  • One Foot in Each World

Werewolf is a sphere of dualities, which will feature prominently in the stories we tell here. The birthright of the People is to be renowned for their deeds in the Great Hunt, and to balance the tension of their ephemeral duties against their material lives, dreams, desires, and wants. It won't be clean. It won't be easy. But it can be glorious.


Inspiration

  • Wolfen (Movie, 1981)
  • An American Werewolf in London (Movie, 1981)
  • Ginger Snaps (Movie, 2000, Watch on YouTube for free)
  • Dog Soldiers (Movie, 2002, Watch on YouTube for free)
  • The Wolfman (Movie, 2010)
  • Wer (Movie, 2013)
  • Love, Death & Robots episode 10: Shape-Shifters (TV, 2019)
  • The Wolf of Snow Hollow (Movie, 2020)

Werewolf.png


Society

  • History: A brief history of the People in New York.
  • Werewolf Census: A mostly complete population census of the NYC wolves.
  • Spirit Courts and Spirits: A partial and ambitious codex of spirits that populate the Hisil.
  • Bestiary: Horrors, monsters, and rumors that populate New York.

The Oath of the Moon

  • Urum Da Takus -- The Wolf Must Hunt
  • Imru Nu Fir Imru -- The People Do Not Murder the People
  • Sih Sehe Mak; Mak Ne Sih -- The Low Honor The High; The High Respect The Low
  • Ni Daha -- Respect Your Prey
  • Nu Hu Uzuz Eren -- Do Not Eat The Flesh Of Man Or Wolf
  • Nu Bath Githul -- The Herd Must Not Know
  • Uratha Safal Thil Lu’u -- The Uratha Shall Cleave To The Human

The Tribal Oaths

Blood Talons

Nu Sum Ghumur Nu Su Ghid -- Offer No Surrender You Would Not Accept

Tribe-bloodtalons.png

 To the last. The most martial and militaristic of the Tribes of the Moon, the Blood Talons' patron is Fenris-Ur, the Destroyer. They crave battle, although every battle might not be a physical test, and their steadfast viciousness rarely abates no matter what the challenge, but it would be a mistake to dismiss them as violent thugs or mindless killing machines. Their approach to the Hunt is often tactical to a militaristic degree.

Suggested Concepts: Cahalith Rock Star, Elodoth Strategist, Irraka Assassin, Ithaeur Activist, Rahu Bouncer.

Territory

Red Hook Grain Terminal

  • The Red Hook Grain Terminal in Brooklyn was envisioned as a key part of Brooklyn’s waterfront, but just three years after its construction critics wrote it off as “an expensive luxury.” Underutilized until it closed in 1965, the space now sits rotting at the mouth of the Gowanus Canal. The building is made up of a series of dilapidated 120-foot-tall silos, massive grain elevators and other infrastructure that create an urban explorer fantasy. The Blood Talons use the Grain Terminal as a meeting place, to settle scores, and to "spar" with one another.
  • Boon: +1 to Brawl rolls.


Bone Shadows

Su A Sar-hith Sa -- Pay Each Spirit in Kind

Tribe-boneshadows.png

 Knowledge is power. Curiosity drives Bone Shadows to depths others would never dare, and in many ways, the banner-bearers of Kamduis-Ur, the Death Wolf, are the shaped to be the perfect hunters. It is they who cleave most tightly to the penance-obligation, they who excel in hunting the creatures of the Shadow and purging them from the Material, ever-questing for greater knowledge.

Suggested Concepts: Cahalith Academic, Elodoth Exorcist, Irraka Explorer, Ithauer Pawn Shop Owner, Rahu Spirit Slayer.


Territory

Penumbra Hall

  • There is no material path to the underground Penumbra Hall but through solid concrete and steel. The only other way to get there is to travel through the Hisil, and out again through the Hall's Loci. Underground and cavernous, the Penumbra Hall is half mystical enclave and half library, and from chambers in the back, the echo of howled rite songs can be heard. Other Tribe members are permitted here provided they have been introduced at the Hall by another Bone Shadow, and bring no ill will, and disrupt no proceedings.
  • Ryan Troha has a fetish that will allow Blooded to enter the Hall.
  • Boon: +1 to Academics and +2 to Occult rolls.

Hunters in Darkness

Nu Mus Halhala -- Let No Sacred Place in Your Territory Be Violated

Tribe-huntersindarkness.png

 What are you hunting? The Meninna are ever on the Hunt, if not for the Shartha and other threats, then for something. The Hunters in Darkness take Hikaon-Ur, the Black Wolf, as their patron, who was well regarded as the finest and most silent hunter among the Firstborn.

This region is dotted with handy shadows, and it's often said that if a Hunter in Darkness doesn't want you to find them in New York City, you very well never may.

Suggested Concepts: Cahalith Ghost Writer, Elodoth Deputy, Irraka Thief, Ithaeur Fortune Teller, Rahu Vagabond

Territory

The Devil's Playground

  • The front is all boarded up with cheap plywood, and mortal eyes slip right past it. But a Hunter in Darkness knows the boltholes and the loose panels, and up the many staircases and a hatch that leads to the roof, there's a rooftop terrace with ample coverage enough that those on the rooftop can see out, but those outside it cannot see in. It is spartan, but by no means neglected, and how many different ways one has mad their way up to the rooftop is the source of some proud boasting and playful ribbing between Hunters. And while "The Devil's Playground" is a reference to the meeting spot itself, it also refers to the skyline of rooftops themselves, where Hunters play. It is often from here that many of the Hunters in Darkness will begin their hunts, sprinting across rooftops and prowling from the high shadows. There aren't any hard and fast rules about other Tribes not being allowed there, but act out and they'll know.
  • Boon: +1 to Stealth rolls.


Iron Masters

Kul Kisura Udmeda -- Honor Your Territory in All Things

Tribe-ironmasters.png

 Evolve or perish. The Farsil Luhal move easily in urban New York, adaptable and quick to innovate, and are intimately familiar with and reverent towards their territory. Their Hunts are often long-term, well-planned, and turn the artifices and infrastructure of mundane society against their prey.

Among the region, Iron Masters are the ultimate wolves in sheep's clothing, seamlessly blending into the trappings of the mortal coil.

Suggested Concepts: Cahalith Teacher, Elodoth Diplomat, Irraka Con Man, Ithauer Life Coach, Rahu Personal Trainer

Territory

Track 61

  • The infamous Track 61 is supposedly still in use as a secret escape train for presidents visiting the city. Built along with the rest of Grand Central Terminal, Track 61 was never properly abandoned, as it was actually constructed to be a powerhouse and storage area for unused New York Central Railroad cars, not a passenger station. As such, it's not much to look at, but Track 61 continues to be the go-to clandestine conduit for presidents, world leaders, military generals, and even some celebrities, if rumors are to be believed.
  • Boon: +1 to Streetwise rolls.

Storm Lords

Ni Si Gid Mantar -- Allow No One to Witness or Tend Your Weakness

Tribe-stormlords.png

 Just us. The unrelenting Iminir are dutybound and self-reliant, and place significant personal emphasis on proving worthy of the inherited mantle of their patron Totem, the Winter Wolf Skolis-Ur. While they are often alphas or leaders in some capacity, that capacity is not always or necessarily as alpha of their pack or as a senior in the Storm Lord tribe.

Suggested Concepts: Cahalith Musician, Elodoth Lawyer, Irraka CEO, Ithaeur Religious Leader, Rahu Military Veteran or Servicemember

Territory

City Hall Station

  • The first New York City subway was built and operated by the Interborough Rapid Transit Company (IRT) and opened on October 27, 1904, to the joy of New York elevated train and streetcar riders. The City Hall station on the IRT local track was lavished with fine architectural details, including glass tiles and large chandeliers. However, the Gustavino vaulted ceilings and skylights were lost on busy commuters, and the stop was one of the least-used in the system. It's been closed to the public for decades, and the Storm Lords have taken it for their own purposes, meeting there under the shroud of secrecy.
  • Boon: +1 to Socialize rolls.

Ghost Wolves

Tribe-ghostwolves.png

 Instinct over everything. Ghost Wolves are the proverbial lone wolves, and while many of them are newly Changed, an equal if not greater number have no intention of joining a Tribe, though some do anyway.

Suggested Concepts: Cahalith Blogger, Elodoth Shaman, Irraka Investigator, Ithauer Occultist, Rahu Mercenary.


Law of Tur

The rules standard to every Tur in the city are as defined below and apply to every Forsaken, Wolf-Blooded, or mortal packmates.

  • Violence is prohibited.
  • Violation of the Oath or the laws of Tur are met with swift and indiscriminate retribution.

Bow Bridge

The Bow Bridge is a cast iron bridge located in Central Park, New York City, crossing over the Lake and used as a pedestrian walkway. It's decorated with an interlocking circles banister, with eight planting urns on top of decorative bas-relief panels, and it also happens to be a Tur location for the Uratha of New York City. Common Ghost Wolf meeting spot.

Death & Company

Owned and operated by the People, the middle-of-the-road bar and lounge Death and Company will occasionally have a "Sorry, We're Closed for a Private Event" sign hanging on the door, and there's a back room that admits only the People. It has one of the most extensive raw meat menus in Brooklyn, which has attracted some niche foodie interests, and it's on several popular "must visit" lists for casual dining and potent cocktails.

Wave Hill

Wave Hill is famous public garden in the northwest Bronx along the Hudson River, with flower gardens, alpine house, greenhouses, and cultural center. This is a Tur location for the Uratha of New York City.

Hart Island

This Tur is located in Mahopac, Ny, Petra Island, frequently referenced as 'Hart Island' among the people, is an 11 acre island featuring a main house, 2 guest houses, a tea house, boat dock, pool, and helipad. Accessible only by boat or helicopter, the property has been in the St. Clair family since the 50's.

While it has always been a retreat to local wolves with permission from the St. Clair family, about a decade ago patriarch Johnathan St. Clair made it an open invite taking one of the guest house for himself, and leaving the main house and other guest house for the use of the people. With his death at the beginning of the year, the property has been inherited by his granddaughter Zoe St. Clair and recently been reopened to the people.



Boltholes

While these places aren't Tur, they're generally considered safe and for the use of the People.

  • An alley behind Lucky Cat Garden in Chinatown.
  • The backroom at an internet lounge in Queens.
  • Janitorial closet at a subway station on Atlantic Avenue in Brooklyn.
  • A shack at a private marina in Great Kills.
  • Loft apartment above Lash Forever Eyelash Extensions in Turtle Bay.
  • Permanently close Arby's in Allerton.
  • Manager's office at Planet Fitness in Longwood.
  • Tool shed at Silver Lake Cemetery.
  • A veterinary office in Hunts Points. (Contains a medical suite)

Lodges

Hisil

The Shadow side of the City that Never Sleeps is ethereal, dirty, glittering, grimy, kaleidoscopic, dark, pulling and pushing, noisy and isolating. The Shadow of New York is as diverse as the city itself. Just as with the Material, sweeping generalizations and summaries can capture the overarching elements of an area, but shouldn't be taken to mean that the boroughs are homogenous; nothing could be further from the case.

This is not an exhaustive list of Shadow Realm locations, but these are known to the local Uratha population.

Note: You may visit any of these ICly without an ST except Shoals and Wounds.

Loci

This is not an all-inclusive list of the Loci in or around New York. If you are originating a new Locus, or have an idea for one that sensibly belongs here, send a ticket to Staff; we want you to shape this world, too.

  • Strawberry Fields, the John Lennon Memorial in Central Park
    • Resonance: Imagination
    • Rating: •••
  • Coney Island Cyclone
    • Resonance: Engineering
    • Rating: ••
  • Basement of the Lyceum Theatre
    • Resonance: Inspiration
    • Rating: •••
  • 9/11 Memorial Fountain at World Trade Center
    • Resonance: Grief
    • Rating: •
  • 712 5th Avenue
    • Resonance: Greed
    • Rating: •••
  • Spare room in the New York Public Library
    • Resonance: Information
    • Rating: ••

The zone of influence that corresponds to Locus Rating has the Open Condition for its corresponding resonance. The locus generates three times its level in Essence on the Hisil side per day that matches the resonance of the locus. Uratha may use a locus to Reach with a +2 bonus, though other circumstantial modifiers may apply.

Spirits of matching resonance: heal Corpus at twice the rate, and gain +2 to attempt to cross the Gauntlet; can use their powers across the Gauntlet in the zone of influence without the Reaching Manifestation; and may conceal themselves in a way that prevents them from taking action but makes them impossible to perceive without supernatural powers that reveal spirits (even to Uratha in the Hisil).

Places-That-Aren't

  • New York State Pavilion
  • Fort Wadsworth
  • Hart Island
  • Edgar Allan Poe Cottage
  • Our Lady of Lourdes Grotto at St. Lucy's Church
  • Surreal Elevator
  • Houdini's Grave
  • The Alley Pond Giant
  • Kreischer Mansion
  • The New York City Farm Colony

Shoals

Leaving a shoal requires a successful Resolve + Composure roll, with each failure incurring -1 on future attempts. Upon Dramatic Failure, a character must be physically forced out by others in order to leave.

Wounds

Rolls to avoid Kuruth incur a -2 penalty, and all injuries are worsened by one point of Health.

Barrens

Gifts, rites, Numina, Manifestations, and other powers requiring Essence incur a -3 penalty.

Glades

Fighting in a glade requires a successful Resolve roll, and all violent actions (including entering Gauru) incur a -2 penalty.

Read about the Werewolf/Hisil/Spirit Courts and individual Spirits that populate New York's dark mirror realm.

Spirit Courts

This is not an exhaustive list of the Spirit Courts in New York, but these are the most significant and most likely to come into Storyteller-driven play with frequency.

City Spirit

Never Sleeps.

The Court of the Great Dream

"Give me your tired, your poor, Your huddled masses yearning to breathe free, The wretched refuse of your teeming shore. Send these, the homeless, tempest-tost to me, I lift my lamp beside the golden door!" They say if you can make it here, you can make it anywhere. The court of the Great Dream is made up of spirits of Freedom and other conceptuals representing the very best and worst of the great American experiment. The Court elects itself a president which serves until it is dethroned by enough votes by the other spirits.

Notable spirits include, but are not limited to:

  • More

The Court of Gales

“Voiceless it cries, Wingless flutters, Toothless bites, Mouthless mutters.” The wind blows through the city streets, through the underground, between the trees, bringing with it change and occasional destruction. The Court of Gales is made up of spirits common to the air, from elementals to nature spirits of birds and bats as well as a few conceptuals such as "change" and "destruction"... The court of gales is always pushing for NY to reinvent itself, to shed the past and become new.

Notable spirits include, but are not limited to:

  • More

The Disregarded Court

"In presence of the Moon, nobody sees stars." NYC is home to much that goes unnoticed...This court is made up of all that most are happy to ignore. Nature spirits that creep silently through the city... from Coyotes, to Rats and cockroaches to older spirits... spirits of buildings and places long gone.... old prohibition spirits and places long paved over. There is a shine once you wipe away years of soot and grime.

Notable spirits include, but are not limited to:

  • More

The Court of Flood and Tide

“It’s a Sicilian message. It means Luca Brasi sleeps with the fishes.” The waters hide many secrets... secrets that many have tried to hide. This court epitomizes that the surface you see, hides much you don't. Surrounded by water, it makes sense that this court is so present. Made up of spirits common to the waters such as Elementals as well as conceptuals of secrets and mysteries and nature animals such as salamanders, and spirits of the sea... it also contains numerous spirits of pollution and sewage which causes some tension within the court as the more "pure" wing resents the presence of the more "impure" modern wing.

Notable spirits include, but are not limited to:

  • More

The Court of Giants

"I will tell you how to become rich. Close the doors. Be fearful when others are greedy. Be greedy when others are fearful." Growth is never ending in the city... This court epitomizes just that. From money and the stock market to tree spirits and skyscrapers... The court of Giants is never afraid to take big risks and reach to the stars. New York wouldn't be New York without this court with very ancient roots that has grown into the towering powerhouse that it is today.

Notable spirits include, but are not limited to:

  • More

Rules and System

Character Creation

  • You get free dots in Moon Gifts according to your Auspice Renown, two Facets of Shadow Gifts from your Tribe and Auspice, and one facet of a Wolf Gift.
  • In addition to what's in the book, you may choose a Blood and Bone from the Blood and Bone list, or submit your own using the rules listed on that page.
  • Upon character creation, you are limited to one Renown at 3, and the rest may be at 2 or below.
  • Upon character creation, you are limited to Primal Urge 3 or lower.

Custom Abilities and Items

Downtime Actions

  • The limit is one per week, not inclusive of EQ buys and XP spends.

Essence

  • There are a number of publically available Loci that werewolves may use to gain access to the Hisil, or to replenish their Essence. It is assumed that you regain 3 Essence per week via access to normal, public Loci.
  • You regain a point of Essence the first time you see your auspice moon at night.
  • The merit Dedicated Locus also provides 3 Essence per day per dot in it. If you're sharing this merit with a pack, you're still limited to 3 Essence per point per day, and may divvy it up how you see fit among you.

Fetishes and Talens

  • When crafted, Fetishes and Talens must be supported by dots in Resources or Esoteric Armory equal to their rating.

Fighting Styles

  • Human Fighting Styles (Boxing, Martial Arts) and Movement Styles (Parkour) can only be used in Hishu and Dalu.

Gifts

  • The Pure Gift trees from Night Horrors: Shunned by the Moon are permitted: Agony, Blood, Disease, Fervor, and Hunger. These are all considered non-affinity.
  • The Gift of City (non-affinity) and the Gift of Essence are permitted: read them here.
  • The Gift of Metal has been House Ruled in.
  • The Gift of Sun has been House Ruled in.
  • The Gift of Emotion from Ephemeral Influence is permitted.
  • Gift of Evasion (Purity): Hit and Run does not allow a free Dodge. Instead, the user must roll the contested pool to achieve a free Dodge. If they lose the contested roll they must contend with the attack per normal.

Hunting Natures

  • Hunting Natures are not in use; no drawbacks or benefits of Hunting Nature Conditions are granted.

Informal Titles

Among the People of the Protectorate of New York, there are some informal titles that are traditionally accorded once someone has demonstrated that they have the experience, acclaim, skill, and renown to merit them. It should be emphasized that these titles are strictly informal; they don’t command any benefits and it’s up to each individual whether or not to respect them, use them, or pay them any mind at all. Most of them are inherited titles from eons past, but they still have symbolic meaning to the whole or to individual tribes.

  • Ritemaster - Uralal Luhal (all Tribes of the Moon + Ghost Wolves + Wolf-Blooded) - Can be multiple.
    • 5 Rites, at least one of which must be 3 dots.
    • Occult 4
    • A specialty related to rites
    • A link to a log or downtime action ticket with an exceptional success on a rite roll.
    • A link to a log of having taught someone else how to perform a rite. Can be NPC with Storyteller approval in advance.
    • IC conduct that befits a ritemaster.
    • Wisdom 2, or for Wolf-Blooded, acts of Wisdom that would have justified Wisdom 1 and 2 Renown.
    • Current Uralal Luhal:

  • Den Mother - Garama (all Tribes of the Moon) - Usually only one.
    • Spirit Rank 3
    • Empathy 5
    • A specialty related to soothing, calming, inspiring, or instructing.
    • A link to a log or downtime action ticket with an exceptional success on an Empathy roll with someone for whom the character plays a support or paternalistic role.
    • A link to a log or downtime action ticket in which the character counseled someone else in the ways of navigating the Protectorate. Can be an NPC with Storyteller approval.
    • Reasonable IC conduct.
    • Three (3) of the following: Inspiring, Peacemaker, Sympathetic, Empath
    • Honor 3.
    • Any Gift of Pack facet.
      • Recommended: Forge Alliance rite.
    • Current Garama:

Important Note: These should be considered OOC requirements unless otherwise stated! You wouldn’t ICly say “only one more rite until I’m a ritemaster” because ICly, that’s not how it’s measured.


Justifications

  • All Renown of 3 and above must be justified by a scene log reflecting the Renown earned.
  • Raising Primal Urge requires participation in ST scenes equal to the Primal Urge you wish to increase to. If you are at Primal Urge 3 and you want Primal Urge 4, you must participate and show 4 scene logs since you became Primal Urge 3. For Primal Urge over 5, at least half these scenes must be rated as deadly.

Milestone Gifts

  • Once an Uratha achieves their Auspice Renown at 6, they innately unlock their Auspice’s Milestone Gift.
  • Irraka (Cunning 6): Shadow Thief
    • The Irakka may steal the use of the Numina typically associated with spirits and ghosts, though she may take those of stranger ephemeral beings. The Irraka must spend time studying the Numina in use, researching its effects on both the Material and the Shadow. The mechanics of this will be discussed with the STs when the power is attempting to be stolen. The Irraka may purchase Numina for 3 XP each. If the Numina requires a roll, it is Wits + Subterfuge + Cunning.
  • Ithaeur (Wisdom 6): Words of Power
    • The Ithaeur channels great spiritual power and may focus the occult energies that lesser Uratha would take hours to build into seconds. Once per chapter the Ithaeur may change the casting roll of any rite to an Instant action, requiring only 1 success or 5 successes for an exceptional. If the rite is contested, the target rolls its contesting dice pool as a reflexive action. This Gift does not remove any material requirements for the rite.
  • Elodoth (Honor 6): Absolute Authority
    • The Elodoth enforces the societal structures of both Material and Shadow. By spending a point of Willpower, the Elodoth may see all beings in Twilight, scent illusions, and smell mind control control. Scenting an illusion or mind control requires a successful Wits + Socialize + Honor roll with a penalty equal to the successes used to create the effect. Additionally, the Elodoth may spend a point of Essence and, once per scene, use one of the following effects:
      • The Elodoth may force a being in Twilight into its native realm. This requires a Presence + Socialize + Honor roll contested by the being’s Resistance + Rank, or Composure + Power Stat. Uratha affected by this Gift may choose either the Shadow or the Material World to return to.
      • The Elodoth may destroy an illusion, mind control or compulsion effect she has detected. This requires a Clash of Wills against the creator of the effect.
  • Cahalith (Glory 6): Songs of Uplifting Glory
    • The Cahalith’s Glory becomes legendary and for all to see. Once per scene when the Cahalith spends a Willpower point on a roll, she may refuse the three extra dice. Instead, if the roll would fail it succeeds with 1 success. If she rolled any successes on the roll, it becomes an exceptional success. Any who bear witness to her succeeding are awed by her Glory and gain the Inspired Condition.
  • Rahu (Purity 6): Luna’s Gaze
    • Blessed by the light of the full moon, the character is impossible to surprise and is always able to roll Initiative to join a Surprise Round directed at her or her allies. Her Initiative gains a bonus equal to her Purity in all battles. Finally, no foe can hide from the inner light of the full moon. Rolling a failure to spot a hidden opponent instead succeeds in letting the Rahu know an opponent is nearby, though not exactly where.

Moon Taint

  • Moon Taint causes Poisoned at "moderate".

Packs

  • Pack Experience will not be in use. Totem advantages and Pack merits will work as normal.
  • Packs make take any mundane Shared Merit tagged (Motley), and the same rules apply; to reap the benefit of the shared Merit, you must have purchased into it.
  • Pack Composite Sheet that combines Pack, Safe Place, and Totem into one (link removed).
  • At this time, we are not permitting Packs to exceed 5 Player Character members.

Active Packs

Pack Beats

  • A Pack Beat will be earned by any pack using teamwork during their weekly hunt submission rolls.
  • Pack Beats may be earned in several other ways by ST decision. Examples might be: scenes during which the pack operated together, DT actions involving teamwork by the pack, coordinating efforts on behalf of the pack during social scenes.
    • You are not guaranteed these Beats and fishing for Beats is discouraged. Actively pushing to work together is another story and there is a fine line between the two. Ultimately this will be ST approval.

Pack Tactics

  • Rules follow those laid out in The Pack.
  • Wolf-Blooded in a pack may use Pack Tactics as-is without needing any special Tells or gimmicks.
  • Packs do not begin play with any Tactics.
  • Pack tactics will be purchased for 1 pack xp per dot instead of 2.

Custom Tactics

  • Rules are laid in The Pack on how to design custom Tactics.
  • Packs may submit a Tactic for approval in advance while they are training to learn it, but may not have more than one custom Tactic in the approval queue at one time. The approved custom Tactic must be acquired by the pack, paid in full, before another custom Tactic may be submitted.

Renown

  • Raising Renown in-play to or beyond 3 must be justified.
  • You are limited to one Renown at 3 to start, the rest must be at 2 or below.

Rites

  • The Merits Good Time Management and Patient apply to Rites.
  • When you learn a Rite from someone else, you do not have to inherit their dice pool. You may select your own, representing your own spin on the Rite.
  • Forge Alliance is not available to Player Characters.

Spirit Interactions

  • Werewolves predate spirits; do not assume that they will just up and talk to you and give you information instead of scurrying away, or flat out ignoring you.
    • You must have Contacts or Allies to reliably get intel from spirits regarding anything of specific interest.
    • Contacts or Allies cannot simply reflect (Spirits); they must reflect a specific group/kind of spirits, and your inquiry must be relevant to the spirits you have ties/merits with.
    • Even with these merits, spirits always take payment in gathra (Essence). This is normally 1-2 Essence for something of small value, and more if the value is greater. ST discretion applies.
  • Getting information from the spirits requires the same mechanical avenues (Contacts, Allies) as getting information from anyone else.
  • As with everything else, there are instances where you need a critical piece of information that is not reflected in your current Contacts or Allies. You are encouraged to collaborate with other Werewolves to get the "in".
  • In some cases, you may be able to "find" where certain spirits are hanging out, and coax them with Social Maneuvering and bribe them with more gathra than usual, but this is not reliable, and will work less and less the more that you rely on it, as spirits notice you are an easy mark for payment who has no networks and allies of their own.

Wolf-Blooded

  • Wolf-Blooded do not require the Primal Instincts Tell to participate in Pack tactics.
  • Wolf-Blooded may lead any rite they know. No specific Tells are required.
  • Wolf-Blooded may take the merits: Supernatural Resistance, Aura Reading, Mind of a Madman, Cursed, Unseen Sense, Clairvoyance, Laying on Hands, Animal Speech (Canines) and Medium.
  • Wolf-Blooded of particular tribes may take the following merits: Alchemy (Iron Masters), Biokinesis & Advanced Biokinesis (Blood Talons), Countermagic Ward (Bone Shadows), Warding (Hunters in Darkness), Weather Control (Storm Lords bypassing pre-reqs)

Essence Tracking

  • Essence and other vital stats are tracked through your Tracker page.


Playing Werewolf

  • In Werewolf the Forsaken 2e, consequences are of particular emphasis. Handling a situation violently produces ripples across the Hisil, and the spiritual landscape becomes a reflection of material choices.
  • Werewolf rewards proactive protagonists; if you have a territory, you should be expected to know what's going on it, and to go digging after loose ends, strange rumors, weird occurrences and other cleverly disguised plot hooks.

How To Get the Most out of Gameplay

  • Discuss NPC ties with your ST, and request NPC scenes when they are relevant. For instance, requesting to meet with an NPC to ask them to Mentor you, or teach you a Rite that they know, or convince them to switch sides on a critical issue are all great reasons for an NPC scene. If you'd like to establish that you know an NPC, that might be better handled as a hand-wave or downtime action.
  • Let your ST know what your objective is when you put in a request. They probably know something you don't about how to connect you from Point A to Point B, so give them all the information so they can make it easier for you.
  • Let your ST know what you've been up to. While we don't require justifications, it's a great idea to include a brief reason for why your PC is adding another dot in Athletics, for example, or from where they learned a new power. It helps the ST know what you've been up to. While we'd love to read all the scene logs, there's simply not enough time! So help keep us informed.
  • RSVP for plots and plot scenes by adding yourself to the Count Me In section. This signifies that you and your PC are taking an active interest and role in the plot, and will make it easier for others to find you, and helps the ST manage scene time by knowing approximately how many people to expect.
  • Take initiative and proactively follow-up on plots and clues in ticket requests. Once they're out there, they're yours to make a move with. Don't expect plot answers or resolutions to come to you and land in your lap, or for the only available movement to be during ST'd scenes.

Storytellers

Pax YoGrendel

Plots

Current & Upcoming Plots

Past Plots

Cast

The Cast

Blood Talons Bone Shadows Hunters in Darkness
Active PC's

None Active.

Active PC's Active PC's
Active NPC's Active NPC's Active NPC's
Locations Locations Locations
Iron Masters Storm Lords Ghost Wolves
Active PC's Active PC's Active PC's
Active NPC's Active NPC's Active NPC's
Locations Locations Locations
Wolf-Blooded Packs
Active PC's The Trials The Keepers Relentless
Active NPC's


Locations

None Active.