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Werewolf: the
Forsaken
(special thanks to Rob
for 2.0 updates)
Death of mother earth, Never a rebirth, Evolution's end, Never will it mend...
...Blistering of earth, Terminate its worth, Deadly nicotine, Kills what might have been...
...Smoldering decay, Take her breath away, Millions of our years, In minutes disappears...
Opposition...Contradiction...Premonition...Compromise
Agitation...Violation...Mutilation...Planet dies
Darkest colour blistered earth
True death of life Termination...Expiration...Cancellation...Human race
Expectation...Liberation...Population...Lay to waste
See our mother put to death, See our mother die
-- "Blackened" by Metallica, from "And Justice For All" (1988)
OVERVIEW:
Currently there are two
packs in the Washington area. One is a City pack, the other is TBA as of
Dec 2007.
EXAMPLE STORIES FROM OUR GAME (oWoD/1.0):
(NOTE: This is
not
normally a Play-By-Email Game, but we do allow players to make moves via
email if players' schedules do not allow in-channel live RP)
"Don't look for a happy ending. It's not an American story. It's an Irish one."
- Rory Devaney in
"The Devil's Own" (1997)
RESTRICTIONS:
Restrictions are things that
are legal by the book but for game balance or other reasons, the STs
want more strict control over how much it is in play in this game. The
below are not forbidden unless stated clearly otherwise, they just
require additional justification to the STs before approval, and
approval is NOT guaranteed if the STs feel there is not enough cause to
allow it.
FORBIDDEN PC CLASSES:
Changing
Breeds, Skinchangers
RESTRICTED TRIBES:
Ghost Wolves
RESTRICTED
MERITS:
RESTRICTED CHARACTER TYPES:
-
Weres with Law Enforcement,
Federal Agent or Military Employment (or anything related that might
want an IC Background Check).
-
Any non-City dwelling PCs,
because they will not see much RP action.
-
Pre-shift Weres. RPing out a
shift is a large ST burden and then leaves the other characters with the
responsibility to babysit your PC who can't pull its own weight. All PCs
will be already shifted and somewhat experienced.
Why was I one of the chosen ones? Until the fight I could not see
The magic and the strength of my power; It was beyond my wildest
dreams
Dark wings they are descending, See shadows gathering around
One by one they are falling, Every time they try to strike us down
Don't you die on me, You haven't made your peace
Live life, breathe, breathe...
--
from "Dark Wings" by Within Temptation (2000)
MAKING A
W:tF CHARACTER:


Using
the Template that you can download
HERE:
1.
Name: Put the name of your character.
2. Player:
Put your name (and preferably also your email address).
3. Chronicle:
Put "Washington DC By Night." (or DC By Night or 11th Hour)
4. Concept:
This is open-ended, but you can see
examples on pg. 34 of WW55002.
Concepts are
usually a 1-3 word root-level label for who your character is at the core as a
person (not
in a supernatural sense), usually succinctly matching their personality and
their function.
Examples might be: Ambitious
Journalist, Angry Young Man, Drifter, Intellectual, Lost Waif, Party
Animal, Politician, Misguided Prophet, Radical Politician, Socialite. These are stereotypes, and
needn't be literal; details would be covered in your background.
Example Concepts
(1.0 version but still helpful):
http://www.virtualsolarsystem.com/venus/ladynightspirit/Concept.htm
5. Virtue: (Loosely based on
the Seven Heavenly Virtues) List on Pg. 34; explained on pg. 100-105
of WW55002
Choose one of the following:
Charity, Faith, Fortitude, Hope, Justice, Prudence or Temperance.
6. Vice: (Loosely based on
the Seven Deadly Sins) List on Pg. 34; explained on pg. 100-105 of
WW55002
Choose one of the following: Envy,
Gluttony, Greed, Lust, Pride, Sloth or Wrath.
7.
Lodge:
All Lodges are restricted at this time and membership must be earned IC.
8.
Auspice: Rahu (Full Moon), Cahalith (Gibbous Moon), Elodoth
(Half-Moon), Ithaeur (Crescent Moon) or Irraka (New Moon).
9.
Tribe: Blood Talons, Bone Shadows, Hunters in Darkness, Iron
Masters, or Storm Lords. Ghost Wolves are restricted.
10.
ATTRIBUTES
**NB: For
Attributes, Skills and Merits, there is no longer a 3 pt. max cap
for stats in the "initial stage" (since there is no freebies stage
in 2.0).
However, if you
buy 5 dots of anything in Attributes, Skills or Merits at Creation,
the 5th Dot costs 2 points, not 1.
(See
left side pg. 34, WW55002 for more details.)
Attributes are broken down
into Mental, Physical and Social, but also across the other way,
into Power, Finesse and Resistance.
(See pg. 47, WW55002 for details.)
Starting dots for Attributes
are 5/4/3.
| |
MENTAL |
PHYSICAL |
SOCIAL |
| POWER |
Intelligence |
Strength |
Presence |
| FINESSE |
Wits |
Dexterity |
Manipulation |
| RESISTANCE |
Resolve |
Stamina |
Composure |
11. SKILLS (Mental/Physical/Social): You will have 11/7/4 starting dots
(+3 Specialties).
(See pg. 53, WW55002 for more
info.) Mental skills you don't have dots in will cost -3 to your
dice pool for a roll using that stat. Physical & Social are -1 for
unskilled.
-
Mental Skills: Academics,
Computer, Crafts, Investigation, Medicine, Occult, Politics &
Science.
-
Physical Skills: Athletics,
Brawl, Drive, Firearms, Larceny, Stealth, Survival & Weaponry.
-
Social Skills: Animal Ken,
Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise
& Subterfuge.
12. MERITS (7 starting points) -- See pg.
34 (list) and pg. 108 (explanations) in WW55002
|
Werewolf Merits include:
( - Merits
exclusive to Werewolf PCs ONLY are listed in Blue - ) |
|
Allies (must be explained in BG) |
Gunslinger |
|
Ambidextrous |
Holistic Awareness |
|
Barfly |
Inspiring |
|
Brawling Dodge |
Iron Stamina |
|
Common Sense |
Iron Stomach |
|
Contacts (must be explained in BG) |
Language (must be listed in BG) |
|
Danger Sense |
Mentor (must be explained in BG) |
|
Direction Sense |
Natural Immunity |
|
Disarm |
Quick Draw |
|
Eidetic Memory |
Quick Healer |
|
Encyclopedic Knowledge |
Resources ($ source must be listed in BG) |
|
Fame (arena must be listed in BG) |
Retainer (must be explained in BG) |
|
Fast Reflexes |
Rituals (**Special Rules regulate this Background. See Core
book for more info.) |
|
Fetish |
Striking Looks |
|
Fighting Finesse |
Strong Back |
|
Fighting Style: Boxing |
Strong Lungs |
|
Fighting Style: Kung Fu |
Stunt Driver |
|
Fighting Style: Two Weapons |
Totem |
|
Fleet of Foot |
Toxic Resistance |
|
Fresh Start |
Weaponry Dodge |
|
Giant |
Wolf-Blooded (For Non-Werewolf) ** |
|
WEREWOLF MERITS THAT
MORTALS MAY TAKE: |
|
Wolf Blooded Merit (4) (Non-Weres
Only)
*ST Restricted Merit (see Were Rules
Page) |
Werewolf Core Book WW30000 Pgs.
79-80 |
13. FLAWS
In WOD 2.0,
flaws do not actually cost points, and are included more for optional
character balance.
You DO get extra
experience (*as the ST subjectively deems earned) for playing your
flaws well in RP.
|
Werewolf Flaws
include: |
|
Addiction (explain in BG)
|
Hard of Hearing
|
|
Aloof |
Lame |
|
Amnesia |
Mute |
|
Behaviour Blind
|
Notoriety (explain in BG)
|
|
Coward |
One Arm |
|
Deformity |
One Eye |
|
Dwarf |
Poor Sight |
|
Embarrassing Secret (explain in
BG) |
Racist/Sexist
|
|
Forgetful |
Speech Impediment
|
14. Select Starting Gifts (3 Total):
Werewolves start with a total of three dots in Gifts, the highest of
which cannot be greater then their highest Renown. You receive one
Auspice Gift, one Tribal Gift, and one Free Gift.
Ghost Wolves do not have a Tribal Gift list and are restricted to either
Mother Luna or Father Wolf.
One dot of starting Gifts may be exchanged for the first dot of Rituals,
but only your ‘Free Pick’ Gift.
Auspice Gifts:
-
Rahu - Dominance, Full Moon, Strength
-
Cahalith - Gibbous Moon, Inspiration, Knowledge
-
Elodoth - Half Moon, Insight, Warding
-
Ithaeur - Crescent Moon, Elemental, Shaping
-
Irraka - Evasion, New Moon, Stealth
Tribal Gifts:
-
Blood Talons - Inspiration, Rage, Strength
-
Bone Shadows - Death, Insight, Warding
-
Hunters in the Darkness - Elemental, Nature, Stealth
-
Iron Masters - Knowledge, Shaping, Technology
-
Storm Lords - Dominance, Evasion, Weather
-
Ghost Wolves - NONE
15. Renown (Starting at 1-2 Dots):
All Werewolves receive a dot of Renown based on their Auspice and one
based on their Tribal Totem.
Ghost Wolves, lacking a Tribe, only receive their Auspice renown at
starting.
Please note that if your Tribal and Auspice Renown are the same, you
begin play with a 2 in that renown and may elect to start with a two-dot
Gift and a one-dot Gift.
Auspice Renown:
-
Rahu - Purity
-
Cahalith - Glory
-
Elodoth - Honor
-
Ithaeur- Wisdom
-
Irraka- Cunning
Tribal Renown:
16. Auspice Specialty (Note Power):
Mother Luna gave the Forsaken much when she gave them Auspice affinity.
In addition to Renown, Gifts, and Purpose, she also gave each of her
Auspice a special power and affinity for a certain set of skills.
Select your Auspice Specialty and note your power at this time.
-
Rahu - Brawl, Intimidation, Survival. Power- Warrior’s Eye (once per
session you may ‘read’ your opponent by rolling Wits+ Primal Urge.
Success tells if your opponent is stronger then you. An exceptional
success defines this gap).
-
Cahalith - Crafts, Expression, Persuasion. Power- Prophetic Dream
(Once per STORY you may petition the STs for a dream that will offer
some relevance to a current crisis of the character. Also, the
character gains +1 dice on Occult checks regarding Riddles,
Mysteries or Omens.)
-
Elodoth - Empathy, Investigation, Politics. Power- Spirit Envoy.
(Gain +2 dice on any Empathy, Persuasion, Expression or Politics
check involving spirits. These dice only apply if you are not
bullying or threatening said spirit).
-
Ithaeur - Animal Ken, Medicine, Occult. Power- Ritual Master.
(Raising your Rituals trait or buying specific Rituals is at a
reduced price. X4 and equal to the dots as appropriate)
-
Irraka - Larceny, Stealth, Subterfuge. Pathfinder’s Sense (Gain +2
dice to look from one world to the next or perceive ephemeral
Spirits, or on a roll to determine which direction a locus lies).
17. Harmony (Max. 10):
All Harmony begins at 7.
You may not buy down to 5 as this is an optional rule and not in effect.
Increasing or decreasing Harmony must be done fully IC with experience
expenditures or failed rolls as appropriate.
(See PG 180-186 in
WW30000
for more information)
18. Primal Urge (Max. 10):
Primal Urge begins play at one.
You may exchange 3 of your initial Merit points to increase your Primal
Urge by one, to a maximum of 3 at starting.
Such exchanges need to be justified in your background.
(See
WW30000
PG 75-76 for a full description of the effects of Primal Urge)
19. Equipment:
STs are free to allow or disallow extreme starting equipment without
excellent justification in your background.
20. Essence:
Essence starts equal to your Harmony. In this case, seven.
(See
WW30000
PG 76 for more information on Essence)
21. "Derived Stats": You should record common Stats you will use
in play -
-
Willpower (Resolve+ Composure)
-
Speed (Strength+ Dexterity+ Applicable Merits)
-
Health (Stamina+ Size + Applicable Merits)
-
Initiative (Dexterity+ Composure)
-
Size (5 +/- Applicable Merits/Flaws)
-
Defense (Lower of Wits and Dexterity)
-
Armor (If purchased in Equipment or Merits)
BEFORE YOU FINISH YOUR CHAR SHEET, CHECK IT AGAINST THE RESTRICTIONS
FOR ALL GENRES:
Restricted & Forbidden Character Types (Creating A Character Sheet)
http://www.digitalgothic.net/Rules/rulesrestrict.htm
Restricted Merits, Flaws, Backgrounds & Powers (Creating A Character
Sheet)
http://www.digitalgothic.net/Rules/rulesmfbgds.htm
USEFUL
BOOK REFERENCES:
WHO
APPROVES YOUR SHEET/WHO IS SHIFTER ST?: Jon or Ice
Last
winter, government-sponsored hunters killed 10 wolves in southeastern
Norway because sheep farmers complained the predators were attacking
their stock.
Conservationists protested against the hunt saying the country's wolf
population -- just 28 animals -- could not survive.
Experts now say there are only 13 wolves left in Norway and that the
single remaining wolf pack will probably scatter without breeding,
because its alpha male was among those killed.
-- CNN. June 17, 2002.
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2.0 WEREWOLF
BOOKS IN USE: |
|
WHITE WOLF # |
TITLE |
ISBN |
DESCRIPTION |
|
WW30000 |
Werewolf: the
Forsaken™ (Thursday 10 March, 2005); 320 pgs. |
ISBN:
1-58846-324-9 |
W:tF Core Book |
|
WW30100 |
Lore of the Forsaken |
ISBN: 1-58846-327-3 |
Lore:
werewolf spirit magic and expanded guidelines for fetish
creation. |
| WW30101 |
Lodges: The Faithful ( ); 144 pgs. |
ISBN: 1-58846-330-3 |
Lodges: 34 new Lodges, gifts, rites, fetishes, merits for
the initiated. |
| WW30102 |
Lodges: The Splintered |
ISBN: 1-58846-337-0 |
Lodges: 22 new Lodges, gifts, rites, fetishes, merits for
the initiated. |
|
WW30200 |
Hunting Ground:
The Rockies (Thursday 14 April, 2005): 144 pgs. |
ISBN:
1-58846-325-7 |
Colorado Rocky Mountains as
a setting for Werewolf: The Forsaken™. |
|
WW30300 |
Predators (Thursday
23 June, 2005); |
ISBN:
1-58846-326-5 |
An
antagonists supplement, contains a horde of
threats to pit against your chronicle. |
| WW30301 |
Blood of the Wolf ( ); 144 pgs. |
ISBN: 1-58846-329-X |
A
‘practical’ guide to being a werewolf, both in the urban
jungle and the wilderness. |
| WW30302 |
TBA |
|
|
| WW30303 |
Blasphemies (
); 144 pgs. |
ISBN: 1-58846-332-X |
New creation
myths, human cults, and Bale Hounds. |
| WW30304 |
|
|
|
|
WW30305 |
|
|
|
|
WW30700 |
Werewolf: The
Forsaken™ Dice (Thursday 10 February, 2005) |
ISBN:
1-58846-595-0 |
Dice |
|
WW30701 |
Werewolf: The
Forsaken™ Storyteller Screen (Thursday 14 July, 2005) |
ISBN:
1-58846-593-1 |
Storyteller's
Screen |
|
WW30702 |
Werewolf
Character Sheet Pad (Thursday 10 March, 2005) |
ISBN:
1-58846-594-2 |
Paper Character
Sheets |
|
WW30703 |
W:tF Mousepad (Thursday
12 May, 2005) |
N/A |
Computer Mouse
Pad |
|
WW55103 |
World of
Darkness: Changing Breeds (Friday 30 November, 2007);
pgs. |
ISBN:
1-58846-493-4 |
Dozens of
playable shapechanger breeds, such Bastet, Corvians and the
Oceanborn |
|
WW55602 |
WOD Rulebook &
W:tF Bundle |
|
|
Download these
books and other WW Books
(even Out of
Print!) on PDF LEGALLY:

SHIFTER (ANIMALS & WERE-PEOPLE) THEMED MEDIA:
BOOKS:
Wolverine - XMen Comics, "Elfquest"
by Wendy & Richard Pini
MOVIES:
Wolf, Cat People
(1982), Wolven,
Teen Wolf,
Lair of the White
Worm, Children of
the Full Moon, Curse of
the Werewolf, The
Reptile
MUSIC:
"The Four Horsemen",
"Of Wolf & Man"
and "Blackened" by Metallica,
"Wolf"
by Iced Earth,
"Eye of the
Moon" by Stone 588, "Slipknot",
"Only One",
"Confessions",
and "Some Feel" by Slipknot
POETRY:
TELEVISION:
THEATER:
"Cats" by Andrew Lloyd Webber & Tim Rice
VIDEO
GAMES:
Quintessential Shifter Archetypes in
Media & Myth:
UNDER CONSTRUCTION
LINKS TO SHIFTER RELATED WEB SITES
(2.0):
Grandmother
Two Bear's Stories (not a roleplaying site, just interesting): http://www.healinghandsoflight.homestead.com/The_Shapeshifters.html
Werewolf
as Defined in Wikipedia: http://en.wikipedia.org/wiki/Werewolf

(graphic by Nysie)
All
Gaming Sourcebooks & Materials for this campaign are ©
2004-2008 White Wolf Publishing, Inc. All rights reserved.
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