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Sourcebook for Chronicles of Darkness (2nd Edition)

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Published by enzio.eng, 2022-03-12 10:49:49

Werewolf the Forsaken

Sourcebook for Chronicles of Darkness (2nd Edition)

Keywords: CofD,Werewolf,Chronicles of Darkness,World of Darkness,TTRPG,d10,Whitewolf

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“I’m Dorothy Rudel. Can I help you gentlemen?”

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seek to
Our hunt



153

You not only are hunted by others, you unknowingly hunt yourself.
Dejan Stojanovic, The Sun Watches the Sun

This section contains the core rules for playing Were- INT ELLIGENCE
wolf: The Forsaken. More information, system variants, and
examples can be found in The World of Darkness Rulebook Intelligence is your character’s raw knowledge, memory,
or The God-Machine Chronicle. and capacity for solving difficult problems. This may be book
smarts, or a wealth of trivia.
TRAIT S
In addition to the traits possessed by Uratha and Attribute Tasks: Memorizing (Intelligence + Composure,
Wolf-Blooded, all World of Darkness characters have a set of instant action)
mundane traits. Attributes are raw potential, Skills are trained
abilities, and Skill Specialties cover specific areas of training WIT S
in which a character excels. Willpower is the extra effort a
character can bring to bear in a stressful or dangerous situa- Wits represents your character’s ability to think quickly
tion, when success is crucial or hangs by a thread. Willpower and improvise solutions. It reflects your character’s perception,
is also used by some supernatural powers. and ability to pick up on details.

Finally, humans and Wolf-Blooded possess personal Attribute Tasks: Perception (Wits + Composure, reflexive
Virtues and Vices from which they can draw strength and action)
refill their Willpower, much the same way a werewolf derives
Willpower from Blood and Bone. RESOLVE

AT TRIBUT ES Resolve is your character’s determination, patience, and
Attributes represent essential traits that every character sense of commitment. It allows your character to concentrate
possesses by default. These serve as the foundation to most in the face of distraction and danger, or continue doing some-
rolls in Werewolf: The Forsaken. The nine Attributes are thing in spite of insurmountable odds.
split into three categories: Mental, Physical, and Social. If a
game rule refers to a “Social roll,” or a “Mental action,” that Attribute Tasks: Resisting coercion (Resolve + Stamina,
means an action that uses the appropriate Attribute category. reflexive action)

All Attributes start with one dot. This reflects a below-av- PHYSICAL ATTRIBUT ES
erage capacity. Two dots are about human average. Three and Physical Attributes reflect your character’s bodily fitness
four reflect a high level of competency, while five reflects the and acumen. A werewolf’s Physical Attributes change as she
height of human potential in that field. When creating your shifts shape.
character, prioritize each category. The primary category re-
ceives five extra dots above the one dot in each, the secondary STRENG T H
four, and the tertiary three.
Strength is your character’s muscular definition and ca-
MENTAL ATTRIBUT ES pacity to deliver force. It affects many physical tasks, including
Mental Attributes reflect your character’s acuity, intellect, most actions in a fight.
and strength of mind.
Attribute Tasks: Breaking a barrier (Strength + Stamina,
instant action), Lifting objects (Strength + Stamina, instant
action)

DEXT ERIT Y

Dexterity is your character’s speed, agility, and coordina-
tion. It provides balance, reactions, and aim.

Traits

Chapter Four: Howls in the Night

Attribute Tasks: Keeping balance (Dexterity + Composure, MENTAL SKILLS
reflexive action) Mental Skills are largely learned, not practiced. They
reflect knowledge and procedure, lore and understanding.
STAM INA
ACADEM ICS
Stamina is your character’s general health and sturdiness.
It determines how much punishment your character’s body Academics is a broad Skill representing your character’s
can handle before it gives up. higher education and knowledge of the arts and humanities.
It covers language, history, law, economics, and related fields.
Attribute Tasks: Staying awake (Stamina + Resolve, instant Many werewolves don’t have much use for Academics them-
action) selves, preferring to foist book-learning on human packmates
who have the patience for long-term research.
SOCIAL ATTRIBUT ES
Social Attributes reflect your character’s ability to deal Sample actions: Recall trivia (Intelligence + Academics,
with others. instant action), Research (Intelligence + Academics, extended
action), Translation (Intelligence + Academics, extended action)
PRESENCE
Suggested equipment: Internet access (+1), Library (+1 to
Presence is your character’s assertiveness, gravitas, and raw +3), Professional consultant (+2)
appeal. It gives your character a strong bearing that changes
moods and minds. Specialties: Anthropology, Art History, English, History,
Law, Literature, Religion, Research, Translation
Attribute Tasks: Good first impressions (Presence + Com-
posure, instant action) COMPUT ER

MANIPULAT ION Computer is your character’s advanced ability with com-
puting. While most characters in the World of Darkness are
Manipulation is your character’s ability to make others expected to know the basics, the Computer Skill allows your
cooperate. It’s how smoothly she speaks, it’s how much people character to program computers, to crack into systems, to
can read into her intentions. diagnose major problems, and to investigate data. This Skill
reflects advanced techniques and tricks; almost everyone can
Attribute Tasks: Poker face (Manipulation + Composure) operate a computer for email and basic Internet searches.
Hard-line werewolves like the Predator Kings resist using
COMPOSURE human technology, but most Uratha are too busy organizing
over the Internet to care.
Composure is your character’s poise and grace under fire.
It’s his dignity, and ability to remain unfazed when harrowed. Sample actions: Hacking a system (Intelligence + Computer,
extended action, contested if against a security administrator
Attribute Tasks: Meditation (Resolve + Composure, ex- or other hacker), Internet search (Wits + Computer, instant
tended action) action), Programming (Intelligence + Computer, extended
action)
SKILLS
Whereas Attributes represent innate ability, Skills reflect Suggested equipment: Computer system (+0 to +3, by per-
behaviors learned and honed over a lifetime. These are things formance), Custom software (+2), Passwords (+2)
that could be practiced or learned from a book. Similarly
to Attributes, Skills are divided into Mental, Physical, and Specialties: Data Retrieval, Graphics, Hacking, Internet,
Social categories. Programming, Security, Social Media

Skills do not receive free dots at creation. Skills without dots CRAFT S
are deficient or barely capable. Skills with a single dot reflect a
cursory training. Two dots is sufficient for professional use. Three Crafts reflects your character’s knack with creating and
is a high level of competency. Four is outstanding, and five is an repairing things. From creating works of art, to fixing an auto-
absolute master in the discipline. When creating your character, mobile, Crafts is the Skill to use. Since spirits find appropriate
prioritize categories. The primary category receives eleven dots, objects pleasing, many Ithaeur have at least a basic knowledge
the secondary receives seven, the tertiary four. An Uratha gains of Crafts. Those Uratha who focus on making Fetishes find
an extra dot in one of three Skills depending on her Auspice. that using a hand-made item makes binding a spirit easier.

The sample actions for each Skill are common actions, not Sample actions: Appraisal (Wits + Crafts, instant action),
comprehensive guides to what each Skill can be used for. It’s Counterfeit item (Intelligence + Crafts, extended action),
important to look at the context of the scene, and apply the best Create art (Intelligence + Crafts, extended action), Repair
Attribute + Skill combination for the events at hand. Remember item (Wits + Crafts, extended action)
that equipment and environmental modifiers can change a dice
pool. Each Skill lists sample equipment and factors that could Suggested equipment: Point of reference (+1), Quality mate-
enhance Skill usage. More rules for equipment are in The World rials (+2), Tools (+1 to +3, depending on utility and specialty),
of Darkness Rulebook or The God-Machine Chronicle. Well-equipped workplace (+2)

When using a Skill with no dots, it incurs a penalty. Specialties: Automotive, Cosmetics, Fashion, Forging,
For Physical and Social Skills, it levies a –1 to the roll. For a Graffiti, Jury-Rigging, Painting, Perfumery, Repair, Sculpting
Mental Skill, it’s a –3 penalty.

154

INVEST IGAT ION 155

Investigation is your character’s skill with solving mysteries Sample actions: Cut red tape (Manipulation + Politics,
and putting together puzzles. It reflects the ability to draw extended action), Identify authority (Wits + Politics, instant
conclusions, to find meaning out of confusion, and using action), Sully reputations (Manipulation + Politics, extended
lateral thinking to find information where others could not. action)
A werewolf’s heightened senses complement the Investigation
Skill, allowing them to gather information by scent as well Suggested equipment: Official position (+1 to +5, by Status)
as sight.
Specialties: Bureaucracy, Bristol Protectorate, Church,
Sample actions: Examining a crime scene (Wits + Inves- Democracy, Local, Organized Crime, Scandals
tigation, extended action), Solving riddles (Intelligence +
Investigation, instant or extended action) SCIENCE

Suggested equipment: Forensic kit (+1), Unrestricted access Science is your character’s knowledge and understanding
(+2), Reference library (+2) of the physical and natural sciences, such as biology, chem-
istry, geology, meteorology, and physics. Werewolves with a
Specialties: Artifacts, Autopsy, Body Language, Crime knowledge of science often use their knowledge to come up
Scenes, Cryptography, Dreams, Lab Work, Riddles, Werewolf with non-intuitive uses for Gifts or shapeshifting.
Senses
Sample actions: Assess variables (Intelligence + Science,
M E DICINE instant or extended action), Formulate solution (Intelligence
+ Science, extended action)
Medicine reflects your character’s knowledge of the hu-
man body, and of how to bring it to and keep it in working Suggested equipment: Reference library (+1 to +3), Well-
order. Characters with Medicine can make efforts to stem stocked laboratory (+2)
life-threatening wounds and illnesses. While Medicine is of
little use to creatures who regenerate, some werewolves train Specialties: Physics, Neuroscience, Virology, Alchemy,
as medics to treat their more fragile packmates, and wounds Genetics, Hematology
inflicted by silver.
PHYSICAL SKILLS
Sample actions: Diagnosis (Wits + Medicine, instant action), Physical Skills are those practiced, trained, and learned
Treating wounds (Intelligence + Medicine, extended action) through action.

Suggested equipment: Medical tools (+1 to +3), Trained ATHLE T ICS
assistance (+1), Well-stocked facilities (+2)
Athletics reflects a broad category of physical training
Specialties: First Aid, Pathology, Pharmaceuticals, Physical and ability. It covers sports, and basic physical tasks such
Therapy, Surgery, Uratha Physiology as running, jumping, dodging threats, and climbing. It also
determines a character’s ability with thrown weapons. Due to
OCCULT their very physical natures, most werewolves develop at least
the rudiments of Athletics, as they run their prey to ground.
The Occult Skill is your character’s knowledge of things
hidden in the dark, legends, and lore. While the supernatural Sample actions: Acrobatics (Dexterity + Athletics, instant
is unpredictable and often unique, the Occult Skill allows your action), Climbing (Strength + Athletics, extended action),
character to pick out facts from rumor. This is a common Skill Foot chase (Stamina + Athletics, contested action), Jumping
for werewolves interested in the Shadow; being able to piece (Strength + Athletics, instant action, one foot vertically per
together the nature of a spirit from all manner of stories and success)
tales can give insight into the Hisil.
Suggested equipment: Athletic Shoes (+1), Rope (+1)
Sample actions: Identify the truth in a myth (Wits + Oc-
cult, instant action), Relate two similar myths (Intelligence + Specialties: Acrobatics, Archery, Climbing, Jumping,
Occult, instant or extended action) Parkour, Swimming, Throwing

Suggested equipment: Common library (–2) BRAWL

Specialties: Casting Lots, Firstborn, Ghosts, Hisil, Lodges, Brawl reflects your character’s ability to tussle and fight
Phrenology, Places-That-Aren’t, Revenants, Sorcery, Spirits, without weapons. This includes old-fashioned bar brawls as
Superstition, Witchcraft well as complex martial arts (The God-Machine Chronicle
offers numerous Merits to complement unarmed fighters).
POLIT ICS Werewolves use the Brawl Skill to attack with their teeth and
claws, so most werewolves develop at least a rudimentary skill
Politics reflects a general knowledge of political structures at tearing their prey apart.
and methodologies, but more practically shows your character’s
ability to navigate those systems and make them work the way Sample actions: Breaking boards (Strength + Brawl, in-
she intends. With Politics, she knows the right person to ask stant action), Hand-to-hand combat (covered in the combat
to get something done. Some werewolves develop a measure section, p. 165).
of Politics, especially if their packs tie in to local government
or law enforcement. Suggested equipment: Brass Knuckles (+1)

Specialties: Biting, Boxing, Claws, Dirty Fighting, Grap-
pling, Martial Arts, Threats, Throws

Traits

Chapter Four: Howls in the Night

DRIVE

Drive is the skill to control and maneuver automobiles, motorcycles, boats, and even airplanes. A character can drive
a car without Drive dots; the Skill relates to moments of high-stress, such as a high-speed chase or trying to elude a tail. It’s
assumed that most characters have a basic ability to drive. As well, Drive can reflect your character’s skill with horseback
riding, if appropriate to her history. Werewolves in the wild often prefer to run in Urhan form, but the majority prefer to
drive in order to save their stamina for the hunt.

Sample actions: Impressive maneuvering (Dexterity + Drive, instant action), Pursuit
(Dexterity + Drive, contested action), Tailing (Wits + Drive, contested action)

Suggested equipment: Performance vehicle (+1 to +3)
Specialties: Defensive Driving, Evasion, Off-Road Driving, Motor-
cycles, Pursuit, Stunts

FIREARMS

Firearms reflects your charac-
ter’s ability to identify, maintain,
and otherwise use guns. This Skill
covers everything from small pistols,
to shotguns, to assault rifles, and anything else related.
While a werewolf’s preternatural reflexes allow her to
dodge bullets in many of her forms, guns are an easy way
to take out a rival gang or pack without leaving tell-tale
claw wounds. Loading guns with silver bullets turns
Wolf-Blooded and even human packmates into a
lethal threat against most Uratha.

Sample actions: Firearms combat (see p.
167 for more on how firearms combat
works).

Suggested equipment: See p.
168 for a full list of firearms

Specialties: Hand-
guns, Rifles, Shotguns,
Trick Shots

LARCENY

Larceny covers in-
trusion, lockpicking,
theft, pickpocketing,
and other (generally consid-
ered) criminal activities. This Skill is typically learned
on the streets, outside of formal methods, but stage
magicians and other entertainers learn these skills as
part of their repertoire. Many Irraka learn this Skill to
find new routes through the environment, or plant
evidence on their victims.

Sample actions: Bypass security systems (Dex-
terity + Larceny, extended action), Lockpicking
(Dexterity + Larceny, extended action), Pick-
pocketing (Dexterity + Larceny, contested action)

Suggested equipment: Crowbar (+1),
Crowded area (+2), Lockpicks (+2), Partner
in crime (+1)

156

Specialties:BreakingandEntering,Concealment,Lockpicking, 157
Pickpocketing, Safecracking, Security Systems, Sleight of Hand
Sample actions: Animal training (Manipulation + An-
ST EALTH imal Ken, extended action), Cowing an animal (Presence +
Animal Ken, contested action)
The Stealth Skill reflects your character’s ability to move
unnoticed and unheard, or to blend into a crowd. Every Suggested equipment: Treats (+1), Whip (+1)
character approaches Stealth differently; some use distraction,
some disguise, some are just hard to keep an eye on. While Specialties: Canines, Felines, Reptiles, Threatening, Training
any Uratha can find the value in a solid escape, Irraka use the
Skill to avoid their prey before leaping from the shadows, while E M PA T HY
Rahu use it to plan and execute lightning-fast surprise attacks.
Empathy represents your character’s ability to read and
Sample actions: Losing a tail (Wits + Stealth, contested understand others’ feelings and motivations. This helps
action), Shadowing (Dexterity + Stealth, contested action) discern moods, or read deceptive behavior in discussion. It
is not inherently sympathetic; one can understand another’s
Suggested equipment: Binoculars (+1), Dark Clothing (+1), positions without agreeing with them. Many Iron Masters
Smokescreen (+2), Spotters (+1) develop Empathy as a hunting tool; knowing what their prey
is feeling helps them harry him more effectively.
Specialties: Camouflage, Crowds, In Plain Sight, Rural,
Shadowing, Stakeout, Staying Motionless Sample actions: Finding someone’s pain (Wits + Empathy,
contested action), Sense deception (Wits + Empathy, contested
SURVIVAL action),Soothingnerves(Manipulation+Empathy,instantaction)

Survival represents your character’s ability to “live off Suggested equipment: Muted clothing (+1), Relaxing envi-
the land.” This means finding shelter, finding food, and ronment (+2)
otherwise procuring the necessities for existence. This could
be in a rural or urban environment. Most werewolves possess Specialties: Calming, Emotion, Lies, Motives, Personalities
at least a modicum of this Skill from spending time in rural
areas hunting for food. In urban areas, the Survival Skill is a EXPRESSION
blessing for packs made up of the homeless or destitute. With
their hatred for everything humanity has wrought, almost The Expression Skill reflects your character’s ability to
every Predator King needs the Survival Skill to live. communicate. This Skill covers written and spoken forms of
communication, journalism, acting, music, and dance. Caha-
Sample actions: Foraging (Wits + Survival, extended ac- lith use Expression to disorient their foes, while some Ithaeur
tion), Hunting (for animals, Wits + Survival, extended action) and Elodoth find knowing a range of ways to communicate
helps them deal with spirits.
Suggested equipment: Survival Guide (+1), Survival Knife (+1)
Sample actions: Composing (Intelligence + Expression,
Specialties: Foraging, Hunting, Navigation, Shelter, extended action), Performance (Presence + Expression, in-
Weather stant action)

WEAPONRY Suggested equipment: Quality instrument (+1 to +3)

Weaponry is the ability to fight with hand-to-hand weap- Specialties: Dance, Drama, Journalism, Musical Instru-
ons, from swords, to knives, to baseball bats, to chainsaws. ment, Performance Art, Singing, Speeches
If the intent is to strike another and harm him, Weaponry
is the Skill. As with Firearms, some werewolves — and many INT IM IDAT ION
non-Uratha pack members — pick up a measure of Weaponry
to fight rival packs, though using knives, tire irons, and chains Intimidation reflects your character’s ability to influence
doesn’t have a gun’s advantage of range. others’ behavior through threats and fear. It could mean direct
physical threats, interrogation, or veiled implication of things to
Sample actions: Attacking another (see p. 168 for more come. While all of the Uratha have an overwhelming physical
on Weaponry combat). presence in Dalu form, Irraka and Rahu both use the Skill to
frighten and cow weaker prey.
Suggested equipment: See p. 170 for a full list of weapons.
Sample actions: Interrogation (Wits + Intimidation, con-
Specialties: Batons, Chains, Clubs, Knives, Improvised tested action), Staredown (Presence + Intimidation, contested
Weapons action)

SOCIAL SKILLS Suggested equipment: Fearsome tools (+2), Gang colors (+2),
Isolated room (+1)
ANIMAL KEN
Specialties: Direct Threats, Interrogation, Stare Down,
Animal Ken reflects your character’s ability to train and Torture, Veiled Threats
understand animals. With Animal Ken, your character can cow
beasts or rile them to violence under the right circumstances. PERSUASION
Many rural werewolves develop Animal Ken, especially if they
use other animals in their hunts. Persuasion is your character’s ability to change minds and
influence behaviors through logic, fast-talking, or appealing
to desire. It relies on the force of your character’s personality
to sway the listener. Elodoth use Persuasion to smooth over
disputes between werewolves and spirits, or to bring rival
packs back from the brink of violence; the Fire-Touched use
it to convert the Forsaken to their cause.

Traits

Chapter Four: Howls in the Night

Sample actions: Fast Talk (Manipulation + Persuasion, define your character’s particular expertise. For example,
extended action), Firebranding (Presence + Persuasion, instant your character might have three dots in Firearms, but a Spe-
action), Seduction (Manipulation + Persuasion, extended action) cialty in Rifles. He’s capable with all guns, but particularly
good with rifles. The Skill descriptions contain example
Suggested equipment: Designer Clothing (+1 to +3), Rep- Specialties. The Storyteller is the ultimate arbiter of what
utation (+2) constitutes a Specialty and what doesn’t; Specialties that
are too broad or too narrow can hurt the story or never
Specialties: Confidence Scam, Fast Talking, Inspiring, come into play.
Sales Pitch, Seduction, Sermon
If a Specialty applies to your roll, add a die. Multiple
SOCIALIZE Specialties may apply to a single roll, within reason. If you
find yourself going to great lengths to justify a Specialty, it
Socialize reflects your character’s ability to present herself probably shouldn’t apply.
well and interact with groups of people. It reflects proper
(and setting appropriate) etiquette, customs, sensitivity, and Skill Specialties let you flesh out your character and
warmth. A character with a high Socialize is the life of the offer a mechanical benefit. When creating your character, let
party. Socialize is a survival tool when dealing with powerful Specialty choice guide his development. For example, there’s a
spirits and the packs of a Protectorate. huge difference between a character with Brawl 4 (Bar Fights)
and Brawl 4 (Aikido).
Sample actions: Carousing (Manipulation + Socialize,
instant action), Fitting in (Wits + Socialize, instant action), VIRT UES AND VICES
Getting attention (Presence + Socialize, instant action) Virtue and Vice are traits human characters possess instead
of Blood and Bone. Virtue is a point of strength and integrity
Suggested equipment: Drugs (+1), Knowing People (+1), in the character’s life, Vice is a place of weakness. This is just
Money (+1 to +5) a brief touch on the topic, for more, look to The World of
Darkness Rulebook or The God-Machine Chronicle. When
Specialties: Bar Hopping, Church Lock-In, Dress Balls, choosing Virtues and Vices, use the following guidelines:
Formal Events, Frat Parties, Political Fundraisers, The Club
• Both should be adjectives that describe dominant per-
STREE T WISE sonality traits. Don’t use physical descriptions.

The Streetwise Skill is your character’s knowledge of life • Using traits that describe existing Advantages, Attri-
on the streets. It tells her how to navigate the city, how to get butes, or Skills similarly do not apply. For example,
information from unlikely sources, and where she’ll be (rela- “Strong,” and “Composed,” would not work as Virtues.
tively) safe. If she wants to get something on the black market,
Streetwise is how. Werewolves who specialize in Streetwise • Virtue should be a point of self-confidence and self-ac-
typically run packs made of gang members, criminals, or the tualization, but something easy and tempting to ignore.
homeless, using their understanding of the streets to survive. It’s a higher calling, if she chooses to listen to it.

Sample actions: Finding a shortcut (Wits + Streetwise, • Vice should contrast Virtue as a short-term, quick source
instant action), Working the black market (Manipulation + of distraction from the world. It should be a hiding place
Streetwise, instant action) when you’re weak.

Suggested equipment: Burner phone (+1), Known nickname • Virtue and Vice must be different. The same adjective
(+2), Valuable Contraband (+1 to +3) may work as both a Virtue and Vice, but nobody’s so
defined by just one facet of her personality.
Specialties: Black Market, Gangs, Navigation, Rumors,
Undercover Whenever a mortal character acts in accordance with
her Vice, she regains one spent Willpower. When she takes
SUBT ERFUGE meaningful actions in accordance to her Virtue, she regains
all spent Willpower. She can only recover Willpower from
Subterfuge is the ability to deceive. With Subterfuge, her Vice once per scene, and her Virtue twice per chapter.
your character can lie convincingly, project hidden messages
in what she says, hide motivations, and notice deception in SPEE D
others. Irraka frequently use it to gain their prey’s trust before Your character’s Speed is the number of yards or meters
tearing out his throat, but every werewolf can benefit from she can travel in a single turn. This trait is a combination
knowing how to hide among humanity without using their of her Strength, Dexterity, and a species factor that reflects
supernatural edges. how fast her body can move. Other species, such as horses,
cheetahs, and spirits have physical configurations that lend
Sample actions: Disguise (Wits + Subterfuge, instant themselves to high travel rates; likewise, werewolves benefit
action), Lying (Manipulation + Subterfuge, contested action) from a wolf’s species factor when in a quadrupedal form.

Suggested equipment: Costume Supplies (+2), Fake ID (+1),

Specialties: Detecting Lies, Doublespeak, Hiding Emotion,
Little White Lies, Misdirection

SKILL SPECIALT IES
In addition to Skills, your character possesses Skill
Specialties. These are refinements of the broader Skills.
These should be narrower than the main Skill, and help to

158

Factor Species 159
1 Turtle
3 Human toddler Dramatic Failure: Your character fails badly, and
5 Human adult things are about to get a whole lot worse. Suffered when you
8 Wolf roll a 1 on a chance die. Alternately, you can take a Beat in
10 Caribou exchange for turning a normal failure into a dramatic failure.
12 Horse
15 Cheetah WHEN TO ROLL DICE
You don’t need to roll dice for many actions. If your char-
ROLLING DICE acter isn’t in a stressful situation — nobody’s actively trying to
When your character’s trying to accomplish something tear his throat open, nor is the building being demolished as
and the outcome is in doubt, you roll a pool of ten-sided dice he works — you don’t need to roll. When the dice hit the table,
based on his relevant traits, and read the results to determine the Storyteller should have some idea of what will happen if
success. Most of the time, you roll a number of dice equal to the roll fails as well as if it succeeds. Sometimes, that’s coded
an Attribute plus a Skill. For example, to get the cop off your in the rules. If you fail on an attack roll, you don’t deal any
back you use your character’s Manipulation Attribute of 4 damage. Other times, it’s up to the Storyteller. If you fail a roll
and Subterfuge Skill of 3, so you roll seven dice. If you have to jump between buildings when chasing after your prey, do
a Specialty (p. 158) that’s relevant to the roll, add an extra you make it but fall on the other side, grab the next building
die to your pool. by your fingertips, or plummet to the alley below?

Each die that shows an 8, 9, or 10 is a success. Normally, CIRCUMSTANCE AND EQUIPMENT
you only need one success to achieve your goal. It’s always
better to get more successes — especially if you want to hurt Sometimes, fortune favors your character. Other times she
someone, since your successes add to your damage in combat. gives it a helping hand by packing the right tools for the job.
The Storyteller should weight how the circumstances affect a
Every die that comes up 10 is a success. You also roll the character’s chance of success. A slight advantage — picking an
die again, potentially scoring another success. If this second old and damaged lock — might be worth a bonus die, while
roll comes up as another 10, count the success and roll it a stressful situation — trying to pick a lock while people are
again, on until you roll a number other than 10. shooting at you — might subtract three dice from your pool.
Most of the time, the modifier from circumstances will be
Many rolls have modifiers, whether from equipment, between +3 and –3, though in very rare cases — picking a lock
circumstance, or someone working against your character . while your character is on fire — it can range from +5 to –5.
Most modifiers are within the range of +3 to –3, though they
can range as low as –5 or as high as +5. Apply the modifiers Bringing the right equipment for a task also gives you extra
to your dice pool before you roll. Add all the bonuses first, dice to roll. A sharp suit might give bonus dice when trying to
then apply penalties. convince the CEO that your character knows the best plan,
while a good pair of running shoes will help her escape from
If your pool drops below 1 die, you instead roll a single the things lurking in the shadows. Most equipment offers a +1
chance die. The chance die only counts as a success if you roll to +3 bonus. A top-of-the-line or custom item might give a +4
a 10. Any other result is a failure. If you roll a 1 on the chance or +5 bonus, but such items often cost more than just money.
die, your character suffers a dramatic failure. When a task is impossible without some kind of equipment
— hacking a computer, or driving a car — equipment bonuses
ROLL RESULT S indicate how far your tools are above the baseline. A beat-up
Your roll can succeed and fail in a few different ways: old station wagon might not add any dice to a Drive roll, but
a top-of-the-line sports car may add +4 or even +5 dice.
Success: Your character’s action goes off as planned.
Achieved by having at least one success (a die showing 8, 9, WILLPOWER
or 10; or a chance die showing 10). A character’s Willpower represents her determination and
her ability to go above and beyond what should be possible to
Failure: Your character’s action fails. This doesn’t mean achieve her goals. Spending a point of Willpower adds three
“nothing happens,” just that she doesn’t get what she wants dice to most dice pools, or increases her Resistance trait by
and complications are headed her way. Occurs when you roll two when she’s the victim of a resisted action. You can only
no successes. spend one point of Willpower per action.

Exceptional Success: Your character’s action succeeds ATTRIBUT E TASKS
beyond her expectations. Achieved by rolling five or more Some actions require no special expertise to perform.
successes. Your character gains a beneficial Condition. (See Mostly, these come in the form of Wits + Composure rolls to
“Conditions,” p. 178) Usually, the Inspired Condition (p. notice something that doesn’t seem right, or using Strength +
308) is most appropriate. You can pass this Condition on to Stamina to lift something. In these rolls, you add two differ-
a packmate or another player’s character when it’s appropriate ent Attributes together to make your dice pool. If an action
to the story. doesn’t seem to involve any particular Skill, it can be handled
by an Attribute Task.

Rolling Dice

Chapter Four: Howls in the Night

MUDDLING THROUGH Success: Add the successes scored on the roll to your
If your character has no dots in an applicable Skill, the running total. Work with the Storyteller to determine what
Storyteller may allow you to roll your Attribute as a dice pool. steps your character has taken towards his goal.
Your character’s dice pool suffers a penalty for being untrained:
if the roll would involve a Mental Skill, you take a –3 penalty, Exceptional Success: Choose one of: reduce the number
while a Physical or Social Skill applies a –1 penalty. of successes required by your character’s Skill dots, reduce the
time on each following roll by a quarter, or apply the exception-
ACT IONS al success result of the action when you complete your goal.
The majority of actions in the game are instant actions.
They represent acts that only take a couple of seconds. In RE SIST ANCE
combat, an instant action takes up your turn.
Sometimes, an action is resisted. You roll your Attribute
A reflexive action is the sort of thing you don’t even need + Skill, but apply a modifier of one of your opponent’s Resis-
to think about doing. Most rolls to resist supernatural powers tance Attributes (Resolve, Stamina, or Composure), or their
are reflexive. You can take a reflexive action at any time, and Defense. This resistance is over and above any other modifiers
it doesn’t take your turn in combat. applied to the dice pool.

When two people fight over a specific goal, they engage If you’re not sure whether to use resistance or a contested
in a contested action. You roll your dice pool and the Story- action, use this guideline: Resistance applies in situations
teller (or other player) rolls the dice pool for the other party. where the number of successes on the roll is an important
Whoever rolls the most successes is the victor. Note that you factor. If what matters is just whether the roll succeeds or not,
count the total number of successes rolled when working use a contested action. For example, combat applies Defense
out if you scored an exceptional success — don’t subtract the as a Resistance because the number of successes on the roll
other party’s successes from yours. A contested action takes determines how badly the attacker messes up his victim. A
up the action of the person initiating the action; resisting it supernatural power that puts a victim in your thrall uses a
is a reflexive action. contested action, because the number of successes that you
roll doesn’t matter to the power.
EXT ENDED ACT IONS
When uncanny powers are involved, supernatural
An extended action is an attempt to complete a complex creatures can sometimes add an additional trait, called Su-
task. You roll your dice pool multiple times. Each roll takes a pernatural Tolerance. The Supernatural Tolerance trait for
certain amount of time, and represents a step in the process Uratha is Primal Urge.
— your character either makes significant progress or faces a
setback. You determine your dice pool for the action as normal COMMON ACT IONS
— Attribute + Skill + Modifiers. Make a note of your Attribute
+ Skill + Specialty (if any); that’s the maximum number of Here are some sample ways you can apply your Skills.
times you can roll before the action fails. Remember, you can invent your own at any time.

When you take an extended action, the Storyteller deter- ARGUMENT (INT ELLIGENCE +
mines how many successes you require. Most actions require EXPRESSION – VICT IM’S RESOLVE)
between five and twenty successes. Five reflects a reasonable
action that competent characters can achieve with the right You try to sway someone with a rational argument. If
tools and knowledge. Ten represents a difficult action that’s arguing with a crowd, use the highest Resolve in the crowd.
still realistic for a professional in a field. Twenty represents a (See also Social Maneuvering, p. 163.)
very difficult action that even a particularly skilled character
will have trouble pulling off. • Dramatic Failure: You convince them of quite the
opposite.
The Storyteller also determines the interval between
rolls. If an action would take weeks to complete, she might • Failure: They listen, but are ultimately unaffected.
consider one roll per week. If it’s likely to take a day’s work,
one roll per hour makes for a solid timeframe. • Success: They accept the truth (or apparent truth) of
your words.
Roll Results
• Exceptional Success: They’re convinced, and become
Dramatic Failure: In addition to the effects of a failure, recruits to your point of view. Though they might change
the first roll on a further attempt suffers a –2 penalty. their minds if they find themselves at risk.

Failure: You face a setback. The Storyteller will offer CAROUSING (PRESENCE +
you a choice: take a Condition of her choice or abandon the SOCIALIZE OR STREE T WISE)
action. You can offer a different Condition if both of you
thinks it makes sense (see “Conditions,” p. 178). If you refuse You mix with a group, bringing high spirits with you and
the Condition, you lose all accumulated successes. using them to loosen tongues.

160

• Dramatic Failure: A faux pas reveals that you don’t be- • Success: He’s coerced into helping you. 161
long…and maybe even hints at your supernatural nature.
• Exceptional Success: He develops a lasting fear of you,
• Failure: You end up a wallflower, with a drink in your which could make him easier to coerce in the future.
hand that you don’t even want.
INVEST IGAT ING A SCENE
• Success: You make a friend for the night, who might be (INT ELLIGENCE + INVEST IGAT ION)
willing to pass secrets or go with you somewhere private.
You look for clues to what’s happened in the recent past…
• Exceptional Success: You make a friend you can contact or tidy up so that no one else can find them.
again.
• Dramatic Failure: You find clues, but you contaminate
FAST-TALK (MANIPULAT ION them, or you leave evidence of your presence.
+ SUBT ERFUGE – VICT IM’S
• Failure: You find evidence, but it’s damaged and hard
COMPOSURE) to interpret. Or you miss a spot in your cleanup that
you won’t find out about until later.
You may not be able to win the argument with facts, but
you can try to get out of trouble with a little judicious spin. • Success: You find a clue of exactly the sort you need, or
• Dramatic Failure: The other party has a good idea what manage to significantly confuse future investigators.

the truth is. • Exceptional Success: You find a clue, and know exactly
• Failure: The other party doesn’t believe you. how it fits in, or you leave the scene immaculate and
• Success: The other party swallows your story. impossible to decipher.
• Exceptional Success: The other party believes you so
JUMPING
thoroughly that they’re even willing to offer a little aid… (STRENG TH + ATHLE T ICS)
though they won’t put themselves at any kind of risk.
To get past an obstacle or get out of danger, you leap
INT ERROGAT ION (MANIPULAT ION into the air.
+ EMPATHY OR INT IM IDAT ION –
• Dramatic Failure: The task not only fails but your
VICT IM’S RESOLVE) character loses her balance.

You try to dig secrets out of a reluctant informant. (See • Failure: Your character doesn’t achieve any significant
also Social Maneuvering, p. 163.) distance at all — she jumps too early, has a false start or
• Dramatic Failure: The informant is alienated, or injured loses her nerve.

beyond the point of revealing information. • Success: Your character leaps a number of feet equal to
the successes rolled, or a number of meters equal to the
• Failure: The informant blabs a mix of truth and false- successes rolled divided by three.
hood — even he may not know the difference.
• Exceptional Success: Your character leaps an impressive
• Success: You get the information you were looking for. distance. If successes gained exceed the amount required to
make the jump, your character may attempt another instant
• ExceptionalSuccess:Yougettheinformationyouwerelooking action in the air (say, firing a shot) or upon landing (maybe
for, and the informant is willing to continue cooperating. running up to her Speed), at the Storyteller’s discretion.

INT IM IDAT ION (STRENG TH OR REPAIR
MANIPULAT ION + INT IM IDAT ION – (INT ELLIGENCE + CRAFT S)

VICT IM’S COMPOSURE)

You try to get someone to do what you want by making You try to fix something that’s broken down.
them afraid of you. • Dramatic Failure: The broken object’s a lost cause. It’ll

• Dramatic Failure: He doesn’t take you seriously, even if never work again.
you knocked him around a bit. He won’t be doing what • Failure: You’re stymied by the problem, but could come
you want.
back to it in another scene.
• Failure: He’s unimpressed with your threats. • Success: You get the thing working…for now.

Rolling Dice

Chapter Four: Howls in the Night

• Exceptional Success: The object works better than in Werewolf: The Forsaken, for a fuller list see the World of
before. It won’t break again anytime soon. Darkness Rulebook p. 134-135.

RESEARCH (INT ELLIGENCE + • 9-Again: You re-roll dice that show 9 or 10, as opposed to
ACADEM ICS OR OCCULT ) just 10. Keep rolling until you get a result that isn’t a 9 or 10.

Using your existing knowledge, you look for information • 8-Again: You re-roll dice that show 8, 9, or 10 — any
on a current mystery. successful die — and keep rolling as long as your dice
• Dramatic Failure: You learn something, but it doesn’t show successes.

help. In fact, it sets you back. If using Occult, it might • Extra Successes: Assuming your roll succeeds, you get
also give you nightmares. a number of extra successes added to your total. This
permutation mostly applies to weapons, which add their
• Failure: You turn up a lot of promising leads, but they’re damage bonus as extra successes on your attack roll.
all dead ends.
• Advanced Actions: You have the luxury of trying an
• Success: You find the basic facts you were looking for. action over and over again without repercussions, or
you’re so used to the action that you can run it multiple
• Exceptional Success: You find what you were looking for, times in your head. When you make a roll, you roll your
and leads towards a much bigger score of information. dice pool twice and choose the most beneficial result.

SHADOWING A MARK (WIT S + STEALTH • Rote Actions: When you’ve got plenty of training and the
OR DRIVE VS. WIT S + COMPOSURE) steps you need to follow are laid out in front of you, you’ve
got a significant chance of success. When you make a roll,
You follow someone, perhaps in the hopes of ambushing you can re-roll any dice that do not show an 8, 9, or 10. If
them, or of finding out their destination. you’re reduced to a chance die on a rote action, don’t re-roll
• Dramatic Failure: You’re caught, either by the mark or a dramatic failure. You may only re-roll each die once.

some observer that’s become suspicious of you. • SuccessiveAttempts:Whenyoufailaroll,youmaybeableto
try again. If time is not an issue and your character is under
• Failure: The mark senses he’s being followed, and no pressure to perform, you may make successive attempts
manages to lose you. with your full dice pool. In the far more likely situation that
time is short and the situation is tense, each subsequent
• Success: You follow the mark to his destination. attempt has a cumulative –1 penalty — so the third time a
character tries to break down the door that’s keeping her
• Exceptional Success: You find some means by which you insideaburningbuilding,herrollhasa–2penalty.Successive
can continue following the mark, such as an unlocked attempts do not apply to extended actions.
entrance into the building he entered.
• Teamwork: When two or more people work together,
SNEAKING (DEXT ERIT Y + ST EALTH one person takes the lead. He’s the primary actor, and
VS. WIT S + COMPOSURE) his player assembles his dice pool as normal. Anyone
assisting rolls the same pool before the primary actor.
You’re trying to avoid notice by someone…or multiple Each success gives the primary actor a bonus die. If
someones. Maybe you want to get into a place undetected. one of the secondary actors rolls a dramatic failure, the
Maybe you’re trying to break out. primary actor gets a –4 penalty.
• Dramatic Failure: You attract a lot of attention…enough
T IME
that now it’s going to be hard to get out. When you’re playing Werewolf: The Forsaken, time in the
story can speed past or slow to a crawl compared to time in the real
• Failure: You’re noticed, but still have the chance to slip world. Weeks or months might pass in the space of few words, while
away. a tense negotiation plays out in real-time — or takes even longer.

• Success: You avoid notice and get closer to your goal. In addition to years, days or nights, and hours, Werewolf
also uses six units of dramatic time. These build upon one
• Exceptional Success: You avoid notice and get away another, from shortest to longest.
before anyone has another chance to catch you.
• Turn — The smallest increment of time, a turn lasts for
PERMUTAT IONS about three seconds. A character can perform a single
instant action in a turn. Turns normally only matter in
The Storytelling System has a few variations in how dice combat or other dramatic and stressful situations.
rolls work. This section lists the ones used most commonly

162

• Scene — Much like a scene in a play, a scene in a roleplaying 163
game is the time spent dealing with a single, specific event.
The Storyteller frames the scene, describing what’s going on, Social Maneuvering
and it’s up to the players to resolve the event or conflict. A
scene might be played out in turns, progress in real-time,
or skip forward depending on dramatic necessity.

• Chapter — A chapter is the collection of scenes that
happen during one game session. From the moment you
sit down and start playing to the point where you pack
up your dice, you’re playing out a chapter of your story.

• Story — A story tells an entire tale, following the dra-
matic arc of a related series of events. It might comprise
several chapters or be completed in just one. It has an
introduction, rising tension, a number of twists, and a
climax that brings things to a conclusion.

• Chronicle — The big picture, a chronicle is the collection
of interlinked stories that involve your characters. They
might be linked by a common theme or overarching
plotline, or they may only share characters and locations.
As your story progresses, the players and Storyteller work
together to create an ongoing chronicle.

SOCIAL
M ANEUVERING

People often won’t do what you want just because you
ask them to. You need to persuade them, make your offer or
request as enticing as possible. You don’t have to use positive
enticements — “your wife won’t find out about your affair”
is often more effective than “here’s fifty bucks for your trou-
ble.” You just need to find out what the other person wants.

Under a strict reading of these rules, one character
could use Social maneuvering to get another to do whatever
she wants. That’s not quite right, since it’s the persuader’s
player making the rolls. His victim doesn’t get any option
to say “no.” As such, this system should only be used by
player-controlled characters on Storyteller characters. Leave
the manipulation of other player’s characters to roleplaying,
and let the players determine their characters’ respons-
es. Suggestions for using Social maneuvering on other
player-controlled characters can be found in The World
Darkness Rulebook or The God-Machine Chronicle.

GOALS & DOORS
First, you need to declare your character’s intended goal:
what you want the victim to do, and how your character is
going to make that happen. At this point, you only need to
announce the initial stages. The Storyteller will determine
if the goal is reasonable — while a suave werewolf could
convince a rich victim to hand over a large sum of money,
he probably can’t convince her to abandon all her wealth,
at least, not without supernatural powers.

Each victim has a number of Doors, which reflects her
resistance to coercion, her skepticism, and her mistrust of

Chapter Four: Howls in the Night

other people. A character has a base number of Doors equal OPENING DOORS
to the lower of her Resolve or Composure. If the goal would At each interval, the persuading character meets his
be a breaking point for the victim, add two Doors. If the goal victim and moves closer to his goal. He makes a roll based
would prevent the victim from resolving an Aspiration, add on the situation and how he’s persuading his victim in order
a Door. Acting against a victim’s Virtue (or Bone, in the case to open a Door. This roll need not be a Social roll. Fixing
of werewolves) also adds a Door. a mark’s car with Intelligence + Crafts could open a Door
just as easily as writing her a song or poem with Presence +
The number of Doors can change as the situation alters. Expression. The Storyteller should present situations that
If the goal seems mundane at first but ends up being reprehen- demonstrate the range of possible options, mixing up the dice
sible, it will probably increase the number of Doors required. pools involved. In some cases, she might make the roll into a
If your character changes his goal, any Doors that he’s opened contested action — having the victim roll Wits to detect a lie.
remain open, but assess Aspirations, Virtues, and breaking
points in case of a potential increase. A successful roll opens one Door. An exceptional success on
this roll opens two Doors. Failure imposes a cumulative –1 on all
A character has to open Doors one by one. Every suc- further rolls with the same victim; the Storyteller can also worsen
cessful roll opens one Door — not one per success. As doors the impression level by one, but if she does, the player takes a Beat.
represent a victim’s unwillingness to do what your character If that lowers the impression level to “hostile,” the persuading
asks, they’re strictly a one-way relationship. character had better find some way to improve his chances.

FIRST IMPRESSIONS If your character knows one of his victim’s Aspirations, he
The Storyteller determines the first impression based on can use that to his advantage. He has to present a clear path to
past history between the characters, the circumstances when and reasoning for how he’ll help his mark achieve her Aspiration.
the persuader first asks, the nature of the favor being asked Doing so opens one Door. If the stated opportunity presents
(assuming the persuading character is up front with what he itself and the persuading character doesn’t help, two Doors close.
wants) and other relevant factors.
FAILURE
Absent any other factors, two characters start off with
average impressions of each other. If the persuading character Social maneuvering fails when the victim no longer trusts
influences the interaction — wearing appealing clothes, playing the persuading character. This can happen when the player
appropriate music, or meeting in a pleasant environment — rolls a dramatic failure on an attempt to open a Door, though
that moves up to a good impression. If they really get off on the player takes a Beat as usual. Otherwise, the victim has to
the wrong foot, they may start with hostile impressions of realize that she’s been lied to and manipulated — not just that
one another, in which case the persuader must attempt to the persuading character was trying to talk her into something,
increase the victim’s impression at another meeting, or force but that he’s only ever used her for that goal and doesn’t care
the Doors (see below). about anything else. Finally, the attempt fails if the impression
level reaches “hostile” and remains there for a week.
When the characters meet, the persuading character can
make an appropriate roll to increase his victim’s impression FORCING DOORS
of him — Wits + Socialize to create the perfect guest list, or
Manipulation + Persuasion to get the best table in a restaurant. Sometimes, subtlety just won’t cut it. A character needs
A successful roll moves the impression one step up the chart. something right now, and will do anything to persuade his
victim to do what he wants. He can attempt to force his
If your character knows his victim’s Vice (or Blood), he victim’s Doors, but it’s a high-risk method. Forcing Doors is
can use that to his advantage. He can make an offer that a sure-fire way for a character to burn bridges and leave lies
tempts his victim, enough that agreeing to it would replenish and mistrust in his wake.
a Willpower point. If the victim accepts, move the impression
one step up the chart. To force a victim’s Doors, state your goal and your ap-
proach. Make a roll for your approach as you would to open
If all else fails, apply leverage in the form of gifts or a Door normally, but apply the current number of closed
bribes. Offer something, and if the recipient accepts, move Doors as a penalty to the roll. If you succeed, you open all
the impression one step up the chart. What you can offer is your victim’s Doors. If you fail, your victim won’t ever trust
limited by your Merits; an accepted offer gives the recipient you again; you can’t use Social maneuvering against her again.
the use of the Merit for a designated amount of time.
To make things easier for the persuading character, he can
Impression Time per Roll apply Hard Leverage — a catch-all euphemism for threats, intim-
Perfect 1 Turn idation, drugging, blackmail, and other heavy-handed forms of
Excellent 1 Hour coercion. If the persuader uses a form of Hard Leverage, it’s a
Good 1 Day breaking point towards Flesh. Against humans Hard Leverage
Average 1 Week removes one Door if the character’s Harmony is 8 or more; used
Hostile Cannot roll on spirits remove one Door if the character’s Harmony is 2 or
less. Otherwise, it removes two Doors. Hard Leverage can only
be used in conjunction with forcing Doors; remove the Doors
before rolling for the character’s approach.

164

RESOLUT ION 165

Once her final Door is open, the victim has to do some- If one side’s intent involves brutalizing or killing the
thing. Storyteller characters abide by the intended goal and other, surrender isn’t an option — not without the losers dy-
do what the persuading character wants. ing. If that’s the case, their intended victims don’t get Beaten
Down, and gain no benefit from surrendering. When someone
If a character tries to use Social maneuvering on the wants to kill you, the only thing you can do is to try to stop
same mark again, his previous attempts affect how many her, whether you run like hell or unload a shotgun at her.
Doors she throws up in his path. If the attempt succeeded by
opening Doors, subsequent influence attempts begin with These rules only apply to people who would incur a
one fewer Door. If the attempt failed, or the persuader used breaking point for committing (or attempting) “murder.”
Hard Leverage, successive influence attempts begin with two Most Uratha — along with other creatures that don’t have a
additional Doors. A victim always starts an influence attempt problem killing people — can ignore surrender without penalty
with at least one Door. and don’t get Beaten Down.

COMBAT DOWN AND DIRT Y COMBAT
Werewolves aren’t nice creatures. Born of the original The Storyteller might decide that your character can
predator, inheritors of Mother Wolf, a werewolf lives to hunt get what she wants without focusing on the details of the
and kill her prey. Every werewolf has a need to feel blood flow fight. Maybe she’s picking on people weaker than her, like a
over her claws, bones snap in her jaws, and that sudden thrill Gauru werewolf faced with a mob of normal people. Maybe
as a living creature that she has hunted dies by her hands. she’s internalized the mechanics of violence. Or maybe the
fight’s not the important thing going on with regards to the
Combat is a catch-all term for what happens when two character’s intent. If that’s the case, the Storyteller can opt
perfectly reasonable people find that they cannot reach agree- to use a Down and Dirty Combat. This system resolves the
ment like rational individuals and instead beat the living shit entire fight in a single roll. Storyteller characters might deal
out of one another until one of them gets what she wants. some damage, but they’re never able to initiate a Down and
Dirty Combat.
Everybody has a reason for fighting. The very first thing
you need to do — before worrying about who attacks first or Action: Contested; resistance is reflexive
anything like that — is to determine what each character wants
to get out of the fight. Boil it down into a simple sentence Dice Pool: Combat pool (Dexterity + Firearms, Strength
that starts with the words “I want”: “I want to kill Johnny,” + Brawl, or Strength + Weaponry) versus either the opponent’s
“I want the book that Frances is holding,” or “I want what’s combat pool (as above) or an attempt to escape (Strength or
in Larry’s wallet.” Dexterity + Athletics). Ignore Defense on this roll.

A character’s intent has to be something she could achieve Roll Results
through an act of violence in the current scene — even a
gunman on the White House lawn couldn’t get away with “I Dramatic Failure: The character’s opponent gets the
want to be President of the United States.” upper hand. This usually includes the opposite of the charac-
ter’s intent — if she wanted to disable the guards so she could
By stating her character’s intent, a player is setting out how escape, she is stunned instead.
much her character is willing to hurt — even kill — someone
else in order to get it. If your intent has nothing to do with Failure: The opponent wins the contest. If the opponent
hurting people and you end up killing someone, you lose a used a combat pool, deal damage equal to the difference in
point of Willpower. successes plus weapon modifier. Also, the opponent escapes
unless he wants to press the combat.
BEAT EN DOWN &
SURRENDER Success: The character wins the contest. She deals damage
equal to the difference in successes plus her weapon modifier
Any character who takes more than his Stamina in and achieves her intent — if her intent includes killing her
bashing damage, or any amount of lethal damage, is Beaten opponents, then she does so.
Down: He’s had the fight knocked out of him. He must spend
a point of Willpower every time he wants to take a violent Exceptional Success: As a success, and the character also
action until the end of the fight. He can still apply Defense gains a point of Willpower from the rush of inflicting violence
against incoming attacks, can Dodge, and can run like hell, on an inferior opponent.
but it takes a point of Willpower to swing or shoot back.
INIT IAT IVE
Before that happens, he can surrender, giving his attacker When a fight’s inevitable, it helps to know who acts first.
what she wants according to her intent. If he gives in, he gains Time in combat is always tracked in turns. At the start of
a point of Willpower and takes a Beat, but he takes no more combat, determine your character’s Initiative by rolling one
part in the fight. If the other side wants to attack him, they’ve die and adding her Initiative Modifier.
got to spend a point of Willpower to do so and probably suffer
a breaking point. If everyone on one side has surrendered, the When your character is using a weapon, apply its Initiative
fight’s over and the other side gets what they want. penalty for as long as she’s got the weapon ready. The only
way to avoid this modifier is to sling it or drop it. Dropping a
weapon is a reflexive action, but picking it back up takes an
instant action. A character wielding two weapons subtracts

Combat

Chapter Four: Howls in the Night

the largest Initiative penalty from her score, and then reduces Normal humans and Uratha in Hishu and Urhan form
it by a further –1. Wielding a baton (Initiative penalty –2) and don’t apply Defense against firearms attacks.
a riot shield (Initiative penalty –4) thus applies a –5 penalty.
DODGE
SURPRISE At any point before your action, your character can choose
to Dodge. Doing so gives up her normal action. When Dodging,
Characters who don’t realize that they’re about to be on double your character’s Defense but do not subtract it from
the receiving end of bloody violence have a chance to notice attack rolls. Instead, roll Defense as a dice pool, and subtract
the ambush by rolling Wits + Composure, contested by the each success from the attacker’s successes. If this reduces the
attacker’s Dexterity + Stealth. Any character who fails the attacker’s successes to 0, the attack does no damage. Apply
roll cannot take an action in the first turn of combat, and successes from Dodging before adding any weapon bonus.
can’t apply Defense for that turn. Determine Initiative in the
second turn as normal. Against multiple opponents, reduce Defense by one for
each opponent before doubling it to determine your dice pool.
A T T ACK If your Defense is reduced to 0, you roll a chance die. A dra-
On your turn, your character can attack using one
of the following dice pools:

• Unarmed Combat:Strength +Brawl– Defense

• Melee Combat: Strength + Weaponry –
Defense

• Ranged Combat: Dexterity + Firearms

• Thrown Weapons: Dexterity +
Athletics – Defense

Resolve the attack roll
like any other action. De-
termine damage by adding
the successes rolled to any
weapon bonus. See “Injury
and Healing,” below.

DE FENSE
Subtract your character’s
Defense from any unarmed,
melee, or thrown attacks that
the character is aware of.
Every time your charac-
ter applies his Defense
against an attack, reduce his
Defense by –1 until the start
of the next turn. Spending a
point of Willpower increases
her Defense by +2, but only
against one attacker.

You can choose not to apply
your character’s Defense against
some attacks. If two unarmed
gangbangers attack before a
chainsaw-wielding lunatic,
you might want to let the
gangbangers get their blows
in, and apply your full Defense
against the maniac swinging a
chainsaw at your head.

166

matic failure when Dodging leaves your character off-balance; 167
reduce her Defense by –1 for her next turn.
• Take Cover using your opponent’s body. Any ranged
UNARMED COMBAT attacks made until the end of the turn automatically hit
These rules present special cases that come up when him (see “Human Shields,” below).
fighting without weapons.
TOUCHING AN OPPONENT
BIT E
Sometimes, a combatant doesn’t want to do damage.
A human’s teeth do –1 bashing damage. Animals and Maybe she wants to plant a bug, or deliver some supernatural
werewolves in some forms treat their teeth like weapons, dealing power. Roll Dexterity + Brawl, or Dexterity + Weaponry to tap
lethal damage to mortals (see “Weapons,” below). Depending an opponent with a weapon. A successful roll deals no damage.
on form, a werewolf’s bite deals from +0 to +2 lethal damage
(see “The Forms,” p. 96). Animals have a weapon bonus RANGED COMBAT
depending on the kind of creature: a wolf applies +1, while a These rules present special cases that come up when
great white shark gets +4. shooting at people.

Humans can only bite as part of a grapple, using the AU T O F IRE
Damage move.
An automatic weapon can fire a short, medium, or long
GRAPPLE burst in place of a single shot.

To grab your opponent, roll Strength + Brawl – Defense. • Short Burst: Three bullets fired at the same target. Add
On a success, both of you are grappling. If you roll an excep- +1 to the shooter’s dice pool.
tional success, pick a move from the list below.
• Medium Burst: Ten bullets, which can hit one to three
Each turn, both grappling characters make contested targets standing close together. Add +2 to the shooter’s
Strength + Brawl versus Strength + Brawl actions on the higher dice pool. If firing at more than one target, subtract the
of the two characters’ Initiatives. The winner picks a move total number of targets from the shooter’s pool, then
from the list below, or two moves on an exceptional success. make one attack roll per target.

• Break Free from the grapple. You throw off your op- • Long Burst: Twenty bullets at as many targets as the shooter
ponent; you’re both no longer grappling. Succeeding wants. Increase the shooter’s dice pool by +3. If firing at more
at this move is a reflexive action, you can take another than one target, subtract the total number of targets from
action immediately afterwards. the shooter’s pool, then make one attack roll per target.

• Control Weapon, either by drawing a weapon that RANGE
you have holstered or turning your opponent’s weapon
against him. You keep control until your opponent The firearms chart (below) lists the short, medium, and
makes a Control Weapon move. long ranges of some sample firearms. Shooting a target at
medium range imposes a –1 penalty, while shooting a target
• Damage your opponent by dealing bashing damage equal at long range increases that to –2. Shooting at targets beyond
to your rolled successes. If you previously succeeded at a long range reduces the attack dice pool to a chance die.
Control Weapon action, add the weapon bonus to your
successes. Thrown weapons have a short range of (Strength +
Dexterity + Athletics – object’s Size), doubled for medium
• Disarm your opponent, removing a weapon from the range, and doubled again for long range. Aerodynamic objects
grapple entirely. You must first have succeeded at a double each range — so an aerodynamic object’s long range
Control Weapon move. is {(Strength + Dexterity + Athletics – Size) * 8}. A character
can only throw an object with a Size lower than his Strength.
• Drop Prone, throwing both of you to the ground (see
“Going Prone”). You must Break Free before rising. COVER AND CONCEALMENT

• Hold your opponent in place. Neither of you can apply Hiding behind something is a good way to not get shot.
Defense against incoming attacks. How effective it is depends how much the cover hides. Con-
cealment penalties apply to a shooter’s dice pool.
• Restrain your opponent with duct tape, zip ties, or a
painful joint lock. Your opponent is immobilized. You • Barely Concealed: –1 (hiding behind an office chair)
can only use this move if you’ve already succeeded in
a Hold move. If you use equipment to Restrain your • Partially Concealed: –2 (hiding behind the hood of a
opponent, you can leave the grapple. car, with upper body exposed)

• Substantially Concealed: –3 (crouching behind a car).

A character who is concealed and wants to fire at someone
else takes a penalty to her Firearms attack that’s one less than
the penalty afforded by the character’s protection — so if he’s
substantially concealed, he can fire back with a –2 penalty.

Combat

Chapter Four: Howls in the Night

If a target’s entirely hidden by something substantial, he’s • Hand(–4):Onadamaginghit,thevictimsuffersArmWrack.
in cover. If the cover’s Durability is greater than the weapon
modifier, the bullets can’t penetrate the cover. Otherwise, • Eye (–5): On a damaging hit, the victim is Blinded.
subtract the cover’s Durability from the attacker’s damage
roll. If the cover is transparent (bulletproof glass, for example), KILLING BLOW
subtract half the cover’s Durability, rounding down. Both the
object and the target take any remaining damage. When performing a killing blow, you deal damage
equal to your full dice pool plus your weapon modifier.
HUMAN SHIELDS You’ve time enough to line up your attack so it avoids your
victim’s armor.
Sometimes, the only available cover is another person —
be they a terrified member of the public or a life-long friend. While people who kill in combat can justify their actions
Characters who use human shields treat them as cover, with based on the heat of the moment, performing a killing blow is
Durability equal to the victim’s Stamina + any armor. Unlike a premeditated attempt to end a human life without the target
normal cover, the victim takes all of the damage from the attack. having a chance to do anything about it. Going through with a
killing blow is a breaking point for humans whether the victim
Using a human shield is a breaking point for most people. survives or not.
For a human, this means a pretty severe modifier (–3 or more)
if the victim dies; most werewolves do not face a breaking WEAPONS AND ARMOR
point unless the shield is a packmate. Weapons are one of the fastest ways to turn a fight into
a murder. Sometimes, that’s what you want: Pulling a gun
RELOADING shows you’re serious about killing people.

Reloading a firearm is an instant action. If you need to A weapon’s damage rating adds bonus successes to a
load bullets separately, you cannot apply your Defense on the successful attack roll. When a weapon might help out in
same turn. If you have a magazine or speed-loader, you don’t other ways — using a chain to grapple someone, or a gun
lose your Defense. to intimidate them, add the weapon’s damage rating as an
equipment modifier.
GENERAL
COMBAT FACTORS Every weapon deals lethal damage. A baseball bat, club,
or mace does just as much serious trauma to the body as an
Some conditions apply to all kinds of fights. edged weapon or a bullet.

MOVEMENT IMPROVISED WEAPONS

A character can move his Speed in a single turn and still The weapons charts can only go so far. Characters who
take an instant action. He can forsake his action to move at grab an improvised weapon still stand a chance of doing
double his normal pace. serious damage.

ALL-OUT ATTACK If your improvised weapon is close enough to one of the
weapons above, use the associated weapon profile. Otherwise, an
When making a close-combat attack, a character can sacri- improvised weapon does (Durability - 1) damage, with an initiative
fice her Defense for the turn to gain +2 dice on the attack roll. penalty and Strength requirement equal to the weapon’s Size.

GOING PRONE Using an improvised weapon reduces your attack dice
pool by –1. On a successful attack, the weapon takes the
When a character can’t find cover, the next best thing same amount of damage as it inflicts; Durability reduces this
when bullets are flying is to drop flat to the ground. Ranged damage as normal. Once the weapon’s Structure is reduced
attacks against him suffer a –2 penalty. A standing attacker to 0, the object is wrecked.
using Brawl or Weaponry to attack instead gains a +2 bonus.
ARMOR
A character can drop prone at any point before his action.
Dropping to the ground costs his action for the turn. Getting Armor provides protection against attacks, including
up from being prone also takes your character’s action. bullets and knives. Though it’s rare to find werewolves
wearing armor, police officers and other law enforcement
SPECIFIED TARGE T S agencies rely on it.

Attacking specific body parts has its benefits. In addition • Ballistic armor applies to incoming firearms attacks.
to ignoring armor, strikes to limbs and the head can inflict Each point of ballistic armor downgrades one point
Tilts (p. 312). of damage from lethal to bashing.

• Arm (–2): A damaging hit can Arm Wrack the victim • General armor applies to all attacks. Each point of
if it deals more damage than the target’s Stamina. general armor reduces the total damage taken by one
point, starting with the most severe type of damage.
• Leg (–2): A damaging hit can Leg Wrack the victim if it
deals more damage than the target’s Stamina. If armor has both ballistic and general ratings, apply the
ballistic armor first.
• Head (–3): A damaging attack can Stun the victim.

168

RANGED WEAPONS CHART 169

Type Damage Ranges Clip Initiative Strength Size Availability Example
Revolver, lt. 1 20/40/80 SW M640 (.38
60 2 1 •• Special)
SW M29 (.44
Revolver, 2 35/70/140 6 -2 3 1 •• Magnum)
heavy. Glock 17 (9mm)
Pistol, lt. 1 20/40/80 17+1 0 2 1 ••• Colt M1911A1 (.45
Pistol, heavy. 2 30/60/120 7+1 -2 3 1 ••• ACP)
Ingram Mac-10
SMG, small* 1 25/50/100 30+1 -2 2 1 ••• (9mm)
HK MP-5 (9mm)
SMG, large* 2 50/100/200 30+1 -3 3 2 ••• Remington M-700
Rifle 4 200/400/800 5+1 -5 2 3 •• (30.06)
Stery-Aug (5.56mm)
Assault Rifle* 3 150/300/600 42+1 -3 3 3 ••• Remington M870
Shotgun** 3 20/40/80 5+1 -4 3 2 •• (12-gauge)

Crossbow*** 2 40/80/160 1 -5 3 3 •••

Damage: Indicates the number of bonus successes added to a successful attack to determine the amount of lethal damage dealt.
Ranges: The listed numbers a short/medium/long ranges in yards/meters. Attacks at medium range suffer a -1 penalty. Attacks
at long range suffer a -2 penalty.
Clip: The number of rounds a gun can hold. A “+1” indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a -1 penalty on
attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed
but not hidden on one’s person
Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (–3 penalty
to attack rolls; must deal at least 5 damage in one attack)

When applying armor to an attack dealing lethal damage, Silver weapons and the horrific powers of spirits and idigam
you always take at least one point of bashing damage from deal aggravated damage. When something deals aggravated
the shock of the blow. damage directly, it’s quite obvious. The skin bubbles and blisters,
peeling away from the flesh underneath. The flesh turns black,
ARMOR-PIERCING then white, and sloughs away at a terrifying rate. Black-green
streaks stab out into the victim’s body from the site of the injury.
Some weapons have an armor-piercing quality, usually
between 1 and 3. When attacking someone wearing armor, If a character’s Health track is filled with bashing damage,
subtract the piercing quality from the target’s armor. Subtract his player must make a reflexive Stamina roll each turn for him
from ballistic armor first, then general armor. Armor-piercing to remain conscious. If it fills with lethal damage, then each
attacks in close combat subtract from general armor only. minute thereafter in which the he receives no medical attention
— mundane or supernatural — he suffers one more injury. One
When shooting at an object — or a person in cover — Health box currently marked with an X is upgraded to an aster-
subtract the piercing quality from the object’s Durability. isk for aggravated damage, from left to right on the character’s
Health chart. Once all boxes are filled with asterisks, he’s dead.
INJURY AND HEALING
Characters can suffer three types of damage. Fists and A werewolf in Gauru form does not suffer wound penalties
feet, along with other kinds of low-impact trauma, deal bashing or need to roll to remain conscious, nor does he bleed out. In
damage. Brass knuckles, knives, and speeding trucks deal other forms, werewolves take damage as humans do, though they
lethal damage. have incredible regenerative powers (“Regeneration,” p. 93).

Injury and Healing

Chapter Four: Howls in the Night

MELEE WEAPONS CHART

Type Damage Initiative Strength Size Availability Special

Sap 0 -1 1 1• Stun

Brass Knuckles 0 0 1 1• Uses Brawl to attack

Baton 1 -1 2 2 n/a

Crowbar 2 -2 2 2•

Tire Iron 1 -3 2 2 •• +1 Defense

Chain 1 -3 2 2• Grapple

Shield (small) 0 -2 2 2 •• Concealed

Shield (large) 2 -4 3 3 •• Concealed

Knife 0 -1 1 1•

Rapier 1 -2 1 2 •• Armor piercing 1

Machete 2 -2 2 2 ••

Hatchet 1 -2 1 1•

Fire Ax 3 -4 3 3 •• 9-again, two-handed

Chainsaw 5 -6 4 3 ••• 9-again, two-handed

Stake* 0 -4 1 1 n/a

Spear** 2 -2 2 4• +1 Defense, two-handed

Type: A weapon’s type is a general classification that can apply to anything your character picks up. A baton might be an
antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or an antique hand-ax.

Damage: Indicates the number of bonus successes added to a successful attack to determine the amount of lethal damage dealt.

Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty
and increase by 1.

Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a -1 penalty
on attack rolls.

Size: 1 = Can be hidden in a hand; 2 = Can be hidden in a coat; 3+ = Cannot be hidden.

Availability: The cost in Resources dots or level of Social Merit needed to acquire the weapon.

Concealed: A character who wields a shield but doesn’t use it to attack can add its Size to his Defense, and uses its Size as
a concealment modifier against ranged attacks.

Grapple: Add the chain’s damage rating to your dice pool when grappling.

Stun: Halve the victim’s Size when aiming for the head with intent to stun (p. 168).

Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the Strength requirement by 1.

* A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack.

** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons of Size 1.

MARKING DAMAGE contain aggravated damage. If you mark over a point of bashing
When a character suffers bashing damage, mark it with or lethal damage, it all moves one box to the right.
a slash (/) in the leftmost empty box of his Health track.
Always mark the most severe injuries at the left of a character’s
When a character suffers lethal damage, mark it with a Health track, and push any less severe injuries to the right. Char-
cross (X) in the leftmost box of his Health track that doesn’t acters heal their rightmost Health boxes first and progress left.
contain lethal or aggravated damage. If you mark over a point
of bashing damage, it moves one box to the right. Example: Persephone has seven dots of Health. She’s just taken
two points of bashing damage. Her Health boxes look like this:
When a character suffers aggravated damage, mark it
with a large asterisk (*) in the leftmost box that doesn’t already

170

ARMOR CHART 171

Type Rating Strength Defense Speed Availability Coverage
MODERN
Reinforced clothing* 1/0 1 • Torso, arms, legs
Kevlar vest* 1/3 1 00 • Torso
Flack Jacket 2/4 1 00 •• Torso, arms
Full Riot Gear 3/5 2 -1 0 ••• Torso, arms, legs
-2 -1
Leather (hard) 2/0 2 • Torso, arms
Chainmail 3/1 3 ARCHAIC •• Torso, arms
Plate 4/2 3 -1 0 •••• Torso, arms, legs
-2 -2
-2 -3

Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the slash is for general
armor, while the number after the slash is for ballistic armor.

Strength: If your character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by –1.
Defense: The penalty imposed on your character’s Defense when wearing the armor.
Speed: The penalty to your character’s Speed when wearing the armor.
Availability: The cost in Resources dots or level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Wearing a helmet increases the armor’s coverage to include a
character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or being worn under a jacket or baggy shirt.

If she’s later stabbed and takes a point of lethal damage, If your character’s Health track is full of lethal damage, any
her Health track would be: further damage upgrades an existing point of lethal damage
to aggravated. Turn the leftmost X into an asterisk.
If Persephone next suffered a point of aggravated damage,
her Health boxes would look like this: When a character’s rightmost Health box has bashing
damage marked in it, she has to make a Stamina roll each
WOUND PENALT IES turn or fall unconscious. If it has lethal damage, she takes
another point of damage each minute (upgrading existing lethal
As your character takes damage, it impairs her ability to damage to aggravated) until she receives medical attention.
act. When one of her three rightmost Health boxes has dam-
age marked, she suffers a penalty accordingly. Subtract this H EALING
penalty from every action she performs, including rolling for Characters need time to heal once they’ve been beaten
Initiative, but not including Stamina rolls to stay conscious. to a pulp. Werewolves heal damage at an incredible rate,
with minor injuries closing in a matter of seconds and even
Health Boxes Marked Penalty major trauma knitting together in a couple of hours. Humans,
Third-to-last –1 however, rely on time and medical care to set broken bones
Second-to-last –2 and heal bullet wounds.
Last –3
Human characters heal their rightmost Health box at
UPGRADING DAMAGE the following rate. The healing time is enough for the wound
If your character’s Health track is already full of bashing to fully recover — lethal damage doesn’t “downgrade” into
damage, any further bashing or lethal damage upgrades the bashing. Normally, a character can heal without medical at-
leftmost point of bashing damage to lethal — turn one of the tention, though use of the Medicine Skill will doubtless help
slashes into a cross. him recover. The only exception is if a human character has
started bleeding out because her Health boxes are full of lethal
damage. She can’t recover from that without urgent medical
attention and emergency surgery. As long as a werewolf can
regenerate her rightmost Health box, she won’t bleed out.

Wounds recover at the following rates.

Bashing: One point per 15 minutes.

Injury and Healing

Chapter Four: Howls in the Night

TEMPORARY HEALTH Size: How large the object is. Objects smaller than Size 1
DOTS can fit entirely in a person’s palm.

Some characters, werewolves included, can Size Object
acquire extra Health dots that make them more
robust for a temporary period of time. Add bonus 1 Pistol
Health dots to the right side of your character’s Health
chart, with a corresponding box to record wounds. 2 Crowbar, sawn-off shotgun

What happens when the effect wears off? The 3 Assault rifle
extra Health dots go away, but wounds in them do
not. Any wounds from his “lost” Health dots now 5 Door
upgrade the least severe wounds that he already
has, from left to right. 10 Sports car

A werewolf in Dalu form has had the shit kicked 15 SUV
out of him, and has nine of his 10 Health boxes filled
with lethal damage. When he’s forced to shift into Structure: An object’s Structure is equivalent to its Health
Hishu, his Health returns to 8 dots, all full of lethal and equals its Durability + Size. Each point of damage removes
wounds. The remaining one point of lethal damage a point of Structure. Once it’s taken more damage than it has
upgrades the left-most point of lethal damage to Durability, anyone using the object suffers a –1 penalty. When
aggravated damage. its Structure hits 0, the object is destroyed. Objects do not
differentiate between bashing and lethal damage, and can be
Lethal: One point per two days. repaired with an appropriate Crafts roll.

Aggravated: One point per week. SOURCES OF HARM
Many things other than direct violence can hurt or even
Example: After a scuffle with an off-duty cop, Persephone’s kill people. Whether it’s a heroin overdose, trekking through
out of harm’s way for now. She isn’t looking for another fight. the desert, or being hit by a speeding truck, people get hurt
Her Health track is the same as it was at the end of the fight. and die in all manner of ways.

Her rightmost wounds heal first. Each point of bashing CAR WRECKS
damage takes 15 minutes to heal. Her lethal damage then If you try to hit someone when driving a car, roll Dexter-
heals over the course of the next two days. Finally, her aggra- ity + Drive + the vehicle’s equipment modifier – Defense. If
vated wound heals over the course of the next week. In all, you succeed, roll the vehicle’s Size to determine damage, and
it’s taken a little over a week and two days for her to recover add one additional success per 20 miles per hour (28 yards
from her injuries. per turn) — the vehicle’s speed acts as a weapon. A moving
car always deals lethal damage. If you ram another car or a
OBJECT S solid object, all participants take damage from the crash; in a
Objects in the Storytelling System have three traits: head-on collision, add the speed of both vehicles together to
Durability, Size, and Structure. Mostly, these relate to how determine damage. Wearing a seat-belt when in a car down-
easy the object is to destroy. grades the damage to bashing.

Durability: How hard the object is to damage. Subtract DISEASE
Durability from any damage dealt to the object. Durability Outside of combat, a character who suffers from a disease
has no effect against attacks that deal aggravated damage. suffers damage over a period of time. Resisting the damage
inflicted by a disease requires a reflexive Stamina + Resolve
Durability Material roll modified by the severity of the disease. Only one success
1 Wood, hard plastic, thick glass is necessary to avoid damage each time.
2 Stone, aluminum
3 Steel, iron Some diseases are the kind that people don’t heal from.
+1 per reinforced layer A character’s cancer could go into remission, or he can hold
his HIV back with medication, but time alone won’t cure
them. The Storyteller should set a benchmark of how many
rolls the character has to succeed at in a row for the disease to
go into remission. Medical treatment can offset any penalties
to the Stamina + Resolve roll applied by the disease — but
might inflict penalties on other rolls, as the cure is almost as
bad as the disease.

DRUGS
A character who has taken drugs, willingly or not, must
fight off the effects of the drug. Resisting the effects is a reflexive
Stamina + Resolve roll. This roll is not contested but is modified

172

by the potency of the drug. Only one success is necessary for a 173
character to regain her senses. In the case of some drugs, this
roll must be made once per hour, once per scene — or even ENVIRONMENT
once per turn, in the case of strong hallucinogens or narcotics. LEVELS

OVERDOSE Level Example Environs
0 Safe Environment
Characters who overdose on drugs treat the drug like 1 Light snow, heavy storms; too cold to sleep
a poison, with a Toxicity somewhere between 3 and 7. The safely; air pressure causes shortness of
overdose deals damage once per hour until the drug has run 2 breath; sweltering sun can cause first-de-
its course — if a character’s spent 8 hours drinking, then the gree burns
poison takes another 8 hours to fade, with Toxicity between 3 Heavy snow; cold causes physical pain and
3 (beer or wine) to 5 (rubbing alcohol). potential hypothermia; sun quickly causes
4 first degree burns, can cause second degree
POISON burns with time; minor radiation poisoning
Outside of combat, a character who is the victim of a Desert exposure; heat rapidly causing
poison or toxin suffers lethal damage over a period of time second-degree burns; moderate radiation
equal to the poison’s Toxicity. Some substances deal this exposure
damage only once. Others deal this damage once per turn Desert sandstorm; severe hurricane; torna-
or once per hour until purged — or until the poison has run do; tsunami
its course. To resist the damage, make a reflexive Stamina +
Resolve - Toxicity roll. Each success reduces the damage taken AVAILABILIT Y AND PROCUREMENT
by one point. This roll must be made every time the poison
deals damage, unless the character gives in. The dot cost of a piece of equipment reflects directly on
the Resources cost if your character wishes to purchase it (or
EXTREME the components, for some things). It also reflects the level of
ENVIRONMENT S Allies or other Social Merit required to find the item, and the
Skill level required to procure it with a single dice roll. For
The human body is not conditioned to withstand ex- example, if a Party Invitation has Cost •••, a character with
treme heat, cold, air pressure, or radiation. When exposed Larceny •• should not be able to find and steal the item with
to a harsh environment, the Storyteller assigns a level to the a dice roll, but a character with Politics •••• might be able to
environment, using the chart below as a guideline. Survival get one by virtue of saying the right words to the right organi-
gear can reduce the effective environment level. zation. If your character wishes to obtain higher Availability
items with her Skills, it requires a deeper effort.
While characters are exposed to these conditions, they
suffer the level of the environment as a penalty to all actions. SIZE, DURABILIT Y, AND STRUCT URE
After a number of hours equal to the character’s Stamina,
he takes bashing damage equal to the environment’s level These are guidelines that represent common, standard
once per hour. In the case of a Level 3 exposure, the damage examples of the items in question. For most items, characters
is lethal instead of bashing. A Level 4 environment causes could procure better examples, at a higher Availability rating.
lethal damage each turn after a number of turns equal to the
character’s Stamina. In combat, use Environmental Tilts (p. DICE BONUSES
178) instead.
Most equipment offers a bonus to dice rolls pertaining
Any damage caused by exposure to Levels 2-4 leaves to its use. Multiple items can influence a given roll, but a roll
lasting marks, scars, and tissue damage. Damage caused by should not receive more than a +5 bonus.
extreme environments cannot be healed until the character
is back in a safe environment. GAME EFFECT

EQUIPMENT A character with the item can use these Effects. Any
Equipment, tools, and technology help to solve problems. restrictions, costs, or parameters are listed individually.
Having the right tool for the job can mean the difference
between life and death, or in the World of Darkness, the dif- MENTAL EQUIPMENT
ference between life and a fate worse than death. This list is Mental equipment is all but essential for many character
not comprehensive, but features many of the tools characters types. Mental Skills without the proper tools are almost useless
in the World of Darkness might have at their disposal. in most cases. A doctor without medicine is hardly capable

Equipment is divided up by the Skills the items typically assist
with. Mental Equipment typically assists with Mental Skills, for
example. More equipment options can be found in The World
of Darkness Rulebook or The God-Machine Chronicle.

Equipment

Chapter Four: Howls in the Night

of healing, and an auto mechanic without a toolbox couldn’t Effect: Duct tape has as many uses as one can think of,
change some minor belts on a car. and just as many you never would. It can reinforce barricades,
stabilize weapon handles, bind prisoners, repair broken pipes,
AUTOMOT IVE TOOLS and so much more. In most cases, duct tape can offer a +1
bonus to Crafts-related rolls. Alternatively, it can add a point
Basic (Kit): Die Bonus +1, Durability 2, Size 2, Structure of Durability to almost anything. If used as a restraint, rolls
3, Availability • to break free suffer a –3 penalty, and must overcome the duct
tape’s Structure.
Advanced (Garage): Die Bonus +2, Durability 3, Size 7,
Structure 8, Availability • FIRST AID KIT

Effect: Automotive tools are a bare necessity for all but Die Bonus 0 or +1, Durability 1, Size 2, Structure 3,
the simplest automobile repairs. A fully stocked garage with Availability • or ••
heavy equipment is required for more complex tasks, such as
engine or transmission replacement. If time is not a factor, Effect: A first aid kit contains all the necessary supplies to
any trained character with a Crafts Automotive Specialty stabilize an injury and stop wounds from getting worse until
can repair a vehicle’s mundane issues without rolls. Complex the victim can find proper treatment. The one-dot version of
modifications and enhancements, or massive damage always the first aid kit does not offer a die bonus, it simply allows for
requires a greater effort (an extended Intelligence + Crafts treatment. The two-dot version offers a +1 to treatment rolls
roll) to work out. due to superior supplies.

CRIME SCENE KIT FLASHLIGH T

Die Bonus +2, Durability 2, Size 3, Structure 2, Avail- Die Bonus +1, Durability 2, Size 1, Structure 3, Avail-
ability •• ability •

Effect: A Crime Scene (CSI) kit is a toolbox full of inves- Effect: In a world of darkness, a flashlight can be a person’s
tigative aids such as magnifiers, fingerprinting dust, cameras, best friend. It generally does what it’s supposed to; it helps cut
tape, testing chemicals, and sample bags. While the kits offer a path through the unknown. Its die bonus subtracts from
a dice bonus to Investigation rolls, the more important ben- any penalties due to darkness, and adds to any rolls to search
efit of the CSI kit is that it allows evidence to be moved and in the dark. A good flashlight can serve as a club in a pinch.
digested elsewhere. Properly applied, it allows investigators As well, it can blind an unfortunate subject. A Dexterity +
to do the bulk of their work off-site, and at their own pace. Athletics roll, subtracting an informed opponent’s Defense,
will put the beam where it needs to be. The victim’s player
CRACKING SOFT WARE may make a contested Stamina roll. If your character scores
more successes than the subject, they’re blinded for one turn.
Die Bonus +2, Durability N/A, Size N/A, Structure N/A, Victims with super-sensitive senses are blinded for two turns.
Availability •••
GLOWST ICK
Effect: Crappy software’s a dime a dozen. Good, reliable
cracking software is hard to come by. With solid software, a Die Bonus +2, Durability 1, Size 1, Structure 1, Avail-
hacker can force passwords, breach firewalls, and otherwise ability •
make a nuisance of herself in computer systems. Beyond the
dice pool modification, the benefit such software offers is a Effect: Glowsticks use a chemical mixture to summon
sort of buffer between the hacker and security. Any efforts to forth enough light to see in a small area. Most commercial
track the hacker takes two steps; one to identify the software, glowsticks last a couple of hours; police and other professional
then one to trace it back to the source. Functionally this varieties can last 12. Because they’re small, airtight containers,
means two rolls on behalf of the security personnel, with they serve the added benefit of being useful underwater or
an opportunity for the hacker to withdraw before detection. in the rain. Functionally, they work the same as a flashlight.
However, they cannot be used to blind a target, since their soft
DIGITAL RECORDER glow is far less obtrusive than a flashlight’s beam. They’re also
very conveniently worn, which can serve strategic purposes for
Die Bonus +1 or +2, Durability 1, Size 1, Structure 2, a group operating in low-light conditions. A member will not
Availability • or •• go missing without being noticed so long as she has a glowing
neon bar on her belt.
Effect: In the last decade, digital audio recorders have
gotten smaller, more effective, and more affordable. Now, GPS TRACKER
any student can carry a coin-sized device that would have put
intelligence agencies to shame in the 1980s. The cheaper model Die Bonus +3, Durability 2, Size 2, Structure 2, Avail-
of recorder gives its +1 bonus to any rolls to catch words or ability ••
sounds. The bonus also applies to concealment rolls. The more
expensive model gives +2. With an Intelligence + Computer Effect: With the advent of the modern cellular phone,
roll (with the listed dice bonus), a character can contest any most modern people have a GPS-enabled device on their
rolls to obscure discussion or mask noises. person at any given time. With a bit of know-how, and access
to the phone, your character can track her prey’s every move
DUCT TAPE (provided those moves are not in caves, tunnels, or sewer

Die Bonus +1, Durability 1, Size 1, Structure 2, Avail-
ability •

174

systems). Some characters will trade GPS data in case one 175
of the group becomes lost or has to follow someone without
notice. Planting a phone on an unwitting subject can serve assistance. The value of a mindless video game on a stakeout
as a highly effective tracking device. is often underestimated.

MULT I-TOOL With creative application, a smartphone’s dice bonus can
apply to a myriad of tasks. Within cellular range, a character
Die Bonus +1, Durability 3, Size 1, Structure 4, Avail- should be able to drag up an application to handle almost
ability • any problem, given a little time. As a Storyteller, it might be
tempting to go for a smartphone user’s device in order to shake
Effect: Sometimes, need for mobility doesn’t allow for her up. That smartphone is a tool, and it’s that character’s
your character to carry around a full tool kit. In these cases, a method of problem solving. Would you cut the hand off a
multi-tool can be a lifesaver. From sawing, to stripping wires, character who relies on her gun to solve problems? Instead,
to opening bottles, to filing off serial numbers, a multi-tool consider using the frequently used smartphone as a plot device.
can do the job in a pinch. The multi-tool offers a negligible die
bonus on numerous Crafts and other assorted tasks, and most SURVIVAL GEAR
importantly, allows for rolls when sometimes they couldn’t
be made for lack of proper equipment. While not made for Die Bonus +1 or +2, Durability 2, Size 2 or 3, Structure
use as a weapon, it can serve as one with a damage rating of 3, Availability • or •••
+0 and a –1 penalty to hit.
Effect: Survival gear is the catch-all term for the various
PERSONAL COMPUT ER kits of equipment needed to survive in harsh environments.
This could encompass tents, canned foodstuff, raingear, sleep-
Die Bonus +1 to +4, Durability 2, Size 3, Structure 2, ing bags, potable water, or any of the various things a person
Availability • to •••• can use to survive the world outside her cushy home. Gear
comes in two levels, a basic level and an advanced level. The
Effect: In the developed world, almost every household basic level offers +1, and subtracts –1 from the effective level
has access to a personal computer. They vary in size, function- of environment, (see Extreme Environments, p. 173), while
ality, and price, from decade-old models that can barely surf the advanced offers +2, and subtracts –2 from the effective
the Web to high-end machines that can process gigabytes of environment level. This will not affect a Level 4 environment.
data per second. In today’s world, many lives revolve around A resourceful character can jury rig or scavenge for the nec-
computers. For some people, their entire careers and personal essary supplies for basic survival gear, but an advanced set of
lives exist within digital space. The Availability of the computer gear requires very specialized equipment. Basic survival gear
determines its dice bonus. can assist with most any environment, but advanced survival
gear must be specific to one particular type of environment.
SMART PHONE
PHYSICAL EQUIPMENT
Die Bonus +1 to +2, Durability 2, Size 1, Structure 1, Physical equipment enhances the use of Physical Skills.
Availability • to ••• This often means the use of simple and complex machines
to make things easier, or simple tricks to heighten the effec-
It’s difficult to live a day in the modern world without some tiveness of a character’s inherent talents.
exposure to smartphones. They’ve revolutionized personal
computing, interpersonal messaging, and media consumption. BATT ERING RAM
This is no different in the World of Darkness. But what about
a smartphone brings solid horror to the table? Die Bonus +4, Durability 3, Size 4, Structure 8, Avail-
ability ••
We rely on smartphones. We give them our data, our
statistics, our identification, our money. Ultimately, we give Effect: The purpose of the battering ram is to bring
them control. When the unexpected hits, we lose that control, down doors and other barricades with direct, focused force.
and there’s nothing more frightening than loss of control. A battering ram uses a teamwork action (see the World of
Darkness Rulebook, p. 134), allowing up to four participants.
Effect: By themselves, smartphones can make calls, send The primary actor adds the ram’s die bonus to her roll. A ram
text messages and emails, take pictures, maintain an agenda, ignores two points of Durability.
and search the web. With a bit of software, the smartphone
becomes the multi-tool of the electronic age. While it cannot BEAR TRAP
accomplish the raw computing power of a full-sized personal
computer, higher-end smartphones can manage almost all the Die Bonus +2, Durability 3, Size 2, Structure 5, Avail-
same tasks with ease. ability ••

Most major gadgets have been successfully replicated Effect: A bear trap is a large metal contraption that looks
with smartphone applications. GPS scanning and tracking are something like a set of deadly jaws. For this reason, they’re also
staples of the amateur investigator. Facial recognition software commonly called jaw traps. When a human or large animal
can find a face in a crowd with relative accuracy. Smartphones steps into the bear trap, it snaps shut on its leg. Due to the
can photograph and transcribe text, then translate ancient serrated edges on the trap, this can cause massive bleeding
tomes. They can store a library’s worth of text, and allow for or even broken bones.
automated searches. They offer directions, with photographic
The jaw trap causes three points of lethal damage, and
ignores two points of armor or Durability. A character trapped

Equipment

Chapter Four: Howls in the Night

in the jaws can attempt to escape as an instant action. Doing HANDCUF F S
so requires a Strength + Stamina roll, with the trap’s dice bo-
nus as a penalty due to the distracting pain and the strength Die Bonus +2, Durability 4, Size 1, Structure 4, Avail-
of the jaws. Failure on this roll causes another point lethal ability •
damage as the jaw digs in further. Creatures without opposable
thumbs cannot escape this way, and must rip themselves free. Effect: A solid pair of steel handcuffs is made to restrain
even a remarkably strong person. Applying handcuffs to an
Any rolls to hide a bear trap suffer its dice bonus as a unwilling combatant is an additional option in a grapple. Roll
penalty. They’re difficult to hide due to their awkward shape Strength + Brawl – the opponent’s Strength. Success means
and weight. the handcuffs are where they need to be.

CALTROPS To break out of successfully applied handcuffs requires
a Strength + Stamina roll with a –4 penalty. Each success on
Die Bonus +2, Durability 2, Size 2, Structure 3, Avail- the roll causes one point of Structure damage to the cuffs.
ability •• Cuffs reduced to 0 Structure snap open. Each attempt to
escape causes one point of bashing damage.
Effect: Caltrops are small, pointed pieces of metal, ar-
ranged in such a way that one point is always facing upward. A character may also try to finagle her hands out of the
This makes walking (or driving) through a patch of caltrops cuffs. This requires a Dexterity + Athletics roll with a –4
inconvenient and painful. These traits assume enough caltrops penalty. Success allows for an escape, and causes one point of
to fill a doorway or other narrow corridor. bashing damage. Failure on this roll causes one point of lethal
damage, as her thumb is jerked out of its socket.
Moving through caltrops causes one point of lethal damage
per turn. Caltrops ignore a point of armor or Durability. To Attempting to do anything requiring manual dexterity
move through safely, a Dexterity + Athletics roll is required, while cuffed incurs a –4 penalty, or –2 if the hands are cuffed
with the caltrops’ dice bonus applied as a penalty to the roll. in front. Witnesses are unlikely to behave favorably around
A character may only move half her Speed (rounded down) a cuffed character; Social rolls against strangers incur a –3
while moving safely through caltrops. penalty.

A character may hide caltrops, although it is difficult. A Many police forces and security companies now prefer
Wits + Larceny roll with a –3 penalty is required; the caltrops’ heavy-duty plastic zip ties in place of handcuffs. While they’re
dice bonus does not apply to this roll. slightly less durable (Durability 3), they impose a –5 penalty
on dexterous actions when cuffed behind (–3 from the front),
CAMOUFLAGE CLOTHING because they can be far tighter on the wrists. Zip ties are much
easier to cut free.
Die Bonus +2, Durability 1, Size 2, Structure 3, Avail-
ability •• LOCKPICKING KIT

Effect: Camouflage clothing allows its wearer to blend Die Bonus +2, Durability 2, Size 2, Structure 2, Avail-
in with her surroundings enough for the untrained eye to ability ••
pass over. Effective camouflage must be designed for the
environment; greens and browns in the woodlands, shades Effect: A lockpicking kit consists of picks, tools, and
of grey in an urban area. Proper camouflage adds its bonus rods for manipulating tumblers and opening locks. A good
to rolls to remain unnoticed. kit contains a wide array of tools, to all but guarantee intru-
sion on an analog lock. With such a kit, and at least a dot of
CLIMBING GEAR Larceny, a character can pick a lock without a roll if time is
not an issue. If time is an issue, the kit’s bonus applies to any
Die Bonus +2, Durability 3, Size 2, Structure 2, Avail- Dexterity + Larceny rolls. At Availability •, a character may
ability •• procure a portable lockpick. It has Size 1, Structure 1, and is
far more concealable. However, it only offers a +1 bonus, and
Effect: Climbing gear includes ropes, pulleys, handles, doesn’t allow for picking without rolls since the kit realistically
carabiners, hooks, and other assorted tools for scaling things. may not have the right tools for a given job.
It serves a twofold purpose. First, it adds its bonus to the
normal Strength + Athletics rolls for climbing. Second, if A lockpicking kit only works on mechanical locks. Digital
properly applied (with a Wits + Athletics roll), climbing gear locks require more specific hacking and code prediction tools.
prevents a character from falling more than 10 feet at a time. A character may procure a digital lockpick at Availability •••,
but it typically only works on one type of lock, such as the
CROW BAR keycard locks used in hotels. They can be Size 2, or Size 1 if
crafted as an extension of a laptop computer or smartphone.
Die Bonus +2, Durability 3, Size 2, Structure 4, Avail-
ability • MACE (PEPPER SPRAY)

Effect: A crowbar is a curved piece of steel used to pry Die Bonus +1, Durability 2, Size 1, Structure 1, Avail-
open shipping pallets, jammed doors, and other things a nor- ability •
mal person would be incapable of doing by hand. It adds to
any dice rolls used to establish leverage. When prying things Effect: Pepper spray, or “mace,” as it’s commonly called,
open, it also allows your character to ignore two points of is a blend of chemicals (mostly capsaicin, the “hot” part of a
Durability on the lock or barricade. Additionally, a crowbar chili), in a small spray can, made to debilitate threats. Civilians
can be used as a weapon (see p. 170).

176

use these devices in self-defense; police use them to subdue 177
unruly criminals. Use of pepper spray requires a Dexterity +
Athletics or Dexterity + Firearms roll. Each yard is a range collapses in neuro-muscular incapacitation. Once the shock
category, so one yard is short range, two yards is medium, ends, this lasts for (10 – victim’s Stamina) in turns.
three yards is long range. An opponent’s Defense applies, but
in normal wind conditions, the equipment bonus applies to SOCIAL EQUIPMENT
the attack roll. Social actions deal with people. Social Equipment offers
tools for leverage, influence, and manipulation. In a social
Upon the first attack, the victim suffers the Stunned situation, equipment is almost a standard. Characters are at
Tilt (see p. 313). An opponent struck suffers a –5 penalty a stark disadvantage approaching these challenges naked.
to all actions. This penalty can be reduced by one for every
turn spent washing out the eyes with water. Commercial CAS H
chemicals designed to clean the eyes will fully remove the
penalty after a turn. Die Bonus +1 to +5, Durability 1, Size 2, Structure 1,
Availability • to •••••
ROPE
Effect: This represents a wad of cash, a briefcase of money,
Die Bonus +1, Durability 2, Size 3, Structure 2, Avail- an offshore bank account number, or some other lump sum.
ability • It can’t be reflected in the Resources Merit, since it’s not a
regular income. However, it can be expended to offer a bonus
Effect: Rope is one of the oldest tools known to human- equivalent to its Availability on any social roll where a bribe
kind, and it’s never left prominent use because of its simple could benefit. As well, it can be expended to purchase one
and efficient utility. A good rope adds its die bonus to relevant item of equal Availability. For more complex uses, consider it
Crafts rolls, and anywhere else it would assist. As a binding a single month’s allotment of the same Resources.
agent, it resists breaking with a Durability (or effective Strength)
equal to its user’s Crafts score, due to the multiplicative effect CONTRABAND
of solid knots. An applicable Specialty adds one to the user’s
Crafts score for this purpose. Interrogators, shibari fetishists, Die Bonus +1 to +5, Durability 1, Size 2-4, Structure 1,
and Boy Scouts alike specialize in remarkable knot-tying, poten- Availability • to •••••
tially rendering subjects completely and hopelessly immobile.
Effect: Similar to cash (above), contraband reflects a lump
ST UN GUN sum of valuable materials. In this case, it’s not monetary, it’s
illegal. This might mean guns, drugs, or even smuggled truf-
Die Bonus +1 to +3, Durability 2, Size 1, Structure 2, fles. Contraband can be used identically to cash, except only
Availability •, ••, or ••• within certain circles. Not everyone will take stolen goods
for payment. However, in a group that has a high demand
Effect: A stun gun is designed to deliver an overwhelming for the item, the contraband is worth one dot rating higher
amount of electricity to an assailant, in order to shut down (maximum 5).
her muscles and send her to the ground. As a defensive item,
this gives the would-be victim time to run or get help. As an FAS H ION
offensive item, it leaves the victim ready for restraint, or worse.
Die Bonus +1 to +3, Durability 1, Size 2, Structure 1,
These devices come in two varieties — hand-held and Availability • to •••••
ranged — and three intensities (1-3, corresponding to Avail-
ability). The hand-held model has live leads on the edge of a Effect: Never underestimate the value of high fashion
handle, and can be used as many as 50 times on one battery — fashionable clothing allows a character to fit in. However,
charge. The ranged model fires small wired darts up to 15 the point of fashion is to draw attention, not to fade into the
feet away. While the ranged model has a similar battery life, crowd. As opposed to anonymity, fashion means notice. Note
it uses a compressed air cartridge that requires replacement that the clothing chosen must be appropriate to the setting.
after each shot. Punk chic will not work at a Senator’s fundraiser, for example.
When improperly dressed, the dice bonus applies as a penalty
Use of a handheld stun gun requires a Dexterity + to all Social Skill rolls. When properly dressed for an event,
Weaponry roll, penalized by the victim’s Defense. The ranged your character enjoys the 9-again quality on any Social Skill
model uses Dexterity + Firearms, also penalized by the victim’s rolls with participants, as well as its dice bonus.
Defense. On a successful hit with either, the victim takes one
point of lethal damage. The successes subtract from the victim’s The dice bonus for fashion is equal to half the Availabil-
next dice pool. With the ranged version, the darts remain in ity, rounded up.
the victim’s body, adding three successes automatically each
turn. They can be removed with a Strength + Stamina roll, H OUSING
with the initial successes penalizing the action. With the
hand-held version, the attacker can attempt to maintain the Die Bonus +1 to +5, Durability 4+, Size 12+, Structure
shock, which takes a Strength + Weaponry roll, penalized by 8+, Availability • to •••••
the greater of the opponent’s Strength or Defense. Once the
accumulated successes exceed the victim’s Size, the victim Housing reflects a place to lay one’s head. The Availability
score determines the size, location, and relative luxury of the
building. One dot may reflect a tiny apartment in a terrible
part of town, three dots a three bedroom home in a suburb,
and five could mean a penthouse condo downtown, or a
sprawling mansion.

Equipment

Chapter Four: Howls in the Night

CONDIT IONS We recommend doing this sparingly, but bottom line: if
Conditions represent ways in which the story has affected a Condition doesn’t feel relevant to the story anymore, just
your character, and what she can do to move past those events. let it go.
Players don’t buy Conditions, events in the game apply them
and they remain until certain resolution criteria are met. A T ILT S
character can’t have more than one copy of the same condi- A Tilts is a special kind of Condition that applies in
tion unless each applies to a distinctly different thing — for combat. However your character ends up blinded — whether
example you may be Delusional about both spiders crawling through a werewolf Gift or blood pouring into his eyes — the
under your skin and your friends plotting to kill you. You’d Blinded Tilt tells you everything you need to know. Tilts
have to resolve each independently. can apply to just one character, or to everyone in a scene.
Tilts provide a way of handling drugs, poisons, sickness, and
Characters can gain Conditions as a result of various environmental and weather effects, but only as they apply to
factors. Gifts and rites can impart a number of Conditions. combat. Out of combat, use the normal rules for these effects.
A player can also choose to take a Condition relevant to the
situation as a result of an exceptional success, and breaking APPLYING T ILT S
points can cause Conditions as your character deals with them.
Sometimes, the Storyteller will inflict Conditions based on Some Tilts come about as a result of atmospheric conditions
the circumstances of the story. — fighting during a tornado or in the middle of a burning building
poses a number of problems to everyone present. Others are the
The listed resolutions for each Condition are the most com- result of a particular injury that prevents a character from seeing,
mon ways to end its effects; other actions may also resolve it if they hearing, or using a limb. When an attack dealing bashing or lethal
would reasonably cause the Condition’s effects to end. Work with damage inflicts such a Tilt, mark the leftmost point of damage
the Storyteller to determine Condition resolution. When your from the attack. When that point of damage is healed, the Tilt’s
character resolves a Condition, take a Beat. If a Condition has a effects end. Tilts dealt with aggravated damage cause permanent
natural time limit and then fades away, don’t take a Beat — just disability — to humans, at least. A werewolf’s regenerative powers
waiting the Condition out isn’t enough to count as resolving it. can re-grow even missing limbs.

Some Conditions are marked as Persistent. These Con- TRACKING T ILT S
ditions typically last for a long time, and can only be resolved
permanently with a specific and impressive effort. Once per To keep track of who is affected by what Tilt, sticky
game session, a character can gain a Beat when a Persistent notes or index cards come in very helpful. Environmental
Condition impacts her life. Tilts sit somewhere that everyone can see it, while Personal
Tilts should be close to hand for the player of the affected
IMPROVISED CONDIT IONS character. When a Storyteller character is hit with a Tilt, jot
Storytellers shouldn’t feel limited by the list of Conditions the character’s name down on the card as well.
in Appendix Two (p.306). As a rough guideline, a Condition
typically consists of a modifier between +2 and –2 to a certain Tilts come in two forms: Personal and Environmental.
type of action, or to any action taken with a certain motivation. Personal Tilts only apply to one character, and include ways in
A Condition is removed when the character’s done something which that character can overcome the effect. Environmental
significant to act on it, or when she addresses the original Tilts affect the whole scene, and offer ways for individual
source. The sample Conditions later in this book have exam- characters to mitigate their effects.
ples of how to resolve them, but you can also resolve them
after other events if it makes sense in the story. A list of sample Tilts can be found in Appendix Two.

If play would bog down as you search for the right Con- THE SHADOW
dition, just improvise one and keep things going. AND SPIRIT S

LINGERING CONDIT IONS Within the Hisil, teeming umia of spirits prey on one
Conditions are designed as reminders that events earlier another, scrambling for the Essence leaking through the
in the story have repercussions later. Usually, Chekhov’s rifle Gauntlet, waxing and waning in response to humanity’s blind
applies — if you put the Condition on stage, it should fire actions and emotions. In their own world, spirits are danger-
by the end. But storytelling games are slippery things, and ous. When they break Urfarah’s law and cross the Gauntlet,
sometimes a story thread represented by a Condition is better they can be deadly. The ephemera forming spirits’ “bodies”
to drop for the sake of the ongoing narrative. is invisible and intangible to those blind to the Shadow, and
humanity is not equipped to deal with an enemy it can’t see,
For example, an emotional state like Wanton might no longer hear, or touch — one that’s driven by hunger to rouse Essence,
be relevant to events in the game because a long time has passed, anchor itself, and above all not go back at any cost.
or it might have been the result of a conflict with a character you
don’t care about anymore. In those cases, it’s perfectly fine to just Dividing the twinned worlds was Father Wolf’s task. Now
cross off the Condition. We recommend awarding a Beat as if it falls to the Forsaken.
resolving it, but that’s at the Storyteller’s discretion.
The Wolf Must Hunt.

178

THE SHADOWED 179
LANDSCAPE
• No spirits require the Reaching Manifestation effect to use
While traversing the Shadow brings its own dangers, from their powers across the Gauntlet in a locus’ zone of influence.
the spirit courts to the uncertainty of distances compared to
the physical world, most of the time it follows the same rules • Spirits of matching resonance may conceal themselves
as acting in the physical world. Uratha can smell Essence while within the zone of influence. A spirit merged into a locus in
in the Shadow, revealing spirits that aren’t actively hiding this way can’t take any actions except reveal itself, but while
themselves, and the dim light and strange sounds of the Hisil concealed it is impossible to perceive without supernatural
make them rely on their spiritual senses more. powers that reveal spirits, even to Uratha in the Hisil.

The unusual areas of Hisil geography described in Chapter • Uratha can use a locus to Reach and cross between
Two bring their own effects, however, which a wise pack bears worlds, as described in Chapter Three.
in mind while on the Hunt.
• Finally, loci generate three times their level in Essence
Shoals provoke lethargy in travelers, trapping them in the on the Hisil side per day, which often results in a brood
region of emptiness. Leaving a shoal requires a successful Re- of spirits vying for the chance to feed. The Essence
solve + Composure roll, and every failure imposes a –1 penalty matches the resonance of the locus.
on subsequent attempts. Dramatic failure means the character
can only be rescued by being physically forced out of the shoal. Loci arise naturally (if rarely) when large quantities of
Essence build up around the focal point without attracting
Glades are sought-after places of bargaining and peace, any spirits. Individual ecstasy or private tragedy is more likely
offering surcease from the People’s rage. Fighting in a glade to form a locus than a publically-known event. Uratha can
requires a successful Resolve roll, and all violent actions (even simulate the necessary conditions by clearing an area of spirits
entering Gauru form) are at a -2 dice penalty. Uratha must while allowing Essence to gather. After around 150 points of
roll to shapeshift into Gauru, even when in the grip of Death same-resonance Essence collect for over a week, it settles into
Rage, and if the roll fails the rage ends. an object or person in the vicinity and becomes a one-dot locus.
Loci increase in power if they continue to accumulate Essence
Wounds drain life and energy out into the Maeljin’s hid- — 150 points per dot, or 50 days of uninterrupted growth.
den lairs. Within a Wound, rolls to avoid Kuruth are at a –2
penalty, and all injuries suffered inside are worsened by one If the focal item is destroyed, the Essence bound up in
point of Health or Corpus. it is released. Unless the Essence is all removed quickly, the
locus will reform into a new item within a few weeks — espe-
Barrens require great effort to stir up the dregs of Essence cially as the area is still Resonant. Packs wanting to be certain
left within their borders. Gifts, rites, Numina, Manifestations, they’ve destroyed a locus have to counteract the resonance and
and other powers drawing on the spirit world suffer a –3 remove the Essence, or flood the space with equal quantities
penalty within the area of a Barren. of differently resonant Essence.

LOCI THE HUNGRY SHADOW
Animist religions describe the world as being full of spirits,
Some material objects, and even people, have such a every object, animal, and place hiding a spirit within it. They’re
strong connection to the Shadow that they focus spiritual partly right; everything in the world apart from humans does
energies, forming a locus of a particular kind of Essence. cast a spiritual reflection, even transitory events and strong emo-
Loci are individual objects or creatures; loci affect increasing tions, but all spirits apart from the cunning or a powerful few
areas around the focal point in both the material and Shadow are confined to the Hisil, and most never achieve self-awareness.
worlds as they grow in power.
Spirits come into being alongside the thing they’re a ref lection
Locus Rating Zone of Influence of, but they’re dormant, barely-living, tiny lumps of ephemera
at first. As well as creating new spirits, actions in the physical
• 2 yards world and any emotions associated with them create Essence in
•• 15 yards the physical world, some of which crosses over into the Shadow.
••• A floor of a building, a forest clearing Once enough Essence crosses the Gauntlet near an embryonic
•••• A whole building, a section of forest spirit, that spirit rouses into activity. By absorbing Essence, the
••••• A city block, a lake spirit remains active. By consuming other spirits, it merges those
spirits into itself and grows larger and more powerful.
Loci are prized by both Uratha and spirits as crossing
points, vital territory, and oases of Essence. As spirits become more powerful, they become less pure
as reflections of their origins and more thematic in nature. For
• The zone of influence of a locus is permanently under example, the spirit of a single owl grows by consuming other
the Open Condition linked to its resonance. owl spirits. As it consumes spirits of night, hunting, the prey
its owl eats, and other owl spirits, the spirit subtly changes.
• Spirits of matching resonance within the zone of influ- By the time it becomes an independent, thinking being that
ence heal Corpus at twice the normal rate, and gain +2 no longer follows around the physical creature that created
dice to attempts to cross the Gauntlet

The Shadow and Spirits

Chapter Four: Howls in the Night

it, it has warped into an exaggerated spirit of silent nocturnal hunting. The Essence it consumes also has an effect — an
owl spirit evolving in an urban area feeds on different Essence to one in the countryside, and its diet colors its appearance.

SPIRIT POLIT ICS
Once they evolve into independent beings, spirits enter into the complex society of the Hisil as members rather than resources.
Spirits of similar natures pay fealty to more powerful spirits of compatible resonance, tithing a small portion of their Essence, and
those lords tithe in turn to even stronger spirits, all the way up to the distant, mighty gods of Shadow. In any given area, the handful of
high-ranking spirits who are actually present dominate the Shadow
landscape,cuttingacrossthehierarchiesoftypetocommand-
ing other spirits in the region in courts.

RANK

Spirits are all inherently aware
of their relative power to one
another, intuitively com-
paring hundreds of tiny
differences. Uratha group
them into five main ranks:

Muthra are barely
formed, new-born spirits, with
no minds of their own and no
rank in the umia. They aren’t
even powerful enough to awaken
from dormancy, and simply settle
in the Hisil close to a source of
Essence. Other spirits feed on them
with no more care than a human
shows toward fruit.

Hursihim are the weakest spirits
to awaken and hunt for Essence. Many
Hursihim are still bound to a single place, crea-
ture, or object, and act more on instinct than abstract
thought. Although they have a place in the umia, higher
spirits think of Hursih and Hursah as children or animals;
useful, but not full participants.

Ensihim are fully independent spirits, evolved beyond
their ties to a single source of Essence. They make up most
of the spirits involved with Hisil politics, furthering the
agendas of their umia. Uratha deal with Ensihim to learn
Gifts, gain informants and make alliances among the umia
in their hunting grounds. Packs usually recruit their totems
from Hursah, but totems sometimes advance to Ensih during
their service. Ensihim are powerful enough to be dangerous;
they make up the majority of spirits that flee the Shadow into
the world of Flesh.

Dihim are potent spirits, fed on the Essence of wide-rang-
ing phenomena and paid a steady stream of Essence from their
lessers. Even the weakest Dihir dominates the Shadow around
its lair, and Uratha with hunting grounds including those lairs
have to take the Dihir into account as a central figure in Hisil
predation. Uratha seek Dihim — or Diharim — for the most
potent Gifts, or to use their influence among other spirits.
When a Dihir breaks through the Gauntlet, it’s cause
for alarm and a call to the Siskur-dah.

Ilusahim are the aloof and distant gods
of Shadow — spirits of global or universal
phenomena, and rulers of entire umia.

180

The “weaker” Ilusah are spirits like the Firstborn; patrons of 181
entire tribes. Mother Luna and her brother Helios are the
best-known greater Ilusahim. Spirits of this rank are almost Elementals are primal spirits, relatively straightforward
never seen in person, preferring to make their lairs in deep, and patient. Their sources of Essence are either more fleeting
protected Places-That-Aren’t, and are too powerful for the or long-lasting than other umia; transient phenomena like
world of Flesh to support them—they can’t cross the Gauntlet. flames, rainstorms, and gales spawn spirits that have to adapt
Their servant umia of Dihim, Ensahim, and Hursahim enact quickly or starve when their source of Essence ends, while rock
their will across the Hisil. formations, lakes, and oceans last a relative eternity. For this
reason, elementals that survive to be Ensihim have a longer
UM IA & ILTHUM life expectancy than other spirits. The Elemental umia regard
other spirits as passing concerns at best, and are unimpressed
Spirits of similar resonance feel kinship and rivalry with with the brief lives of fleshy beings.
one another; they’re born in response to the same circum-
stances, can consume one another in a bid for higher rank Umia Ilthum
and feed from the same Essence. Ithaeur, especially among the
Bone Shadows, describe umia of broad similarity and ilthum Air Wind, Cold, Pressure
of more focused kinship within them. They don’t see the
fundamental difference between the two — that spirits must Fire Flames, Explosions, Lava
actively join an ilthum, but are part of an umia just by existing.
Spirits themselves use the terms only rarely, preferring simpler Earth Granite, Sandstone, Basalt
descriptions like “those born of rain,” or “those of darkness.”
Water Rain, Rivers, Lakes
Nature spirits represent every living thing in the world
of Flesh, taking on archetypal and metaphorical resonances Lunes and Helions are the servants of Luna and Helios,
and influences as they develop. Uratha often feel drawn to spirits of moonlight and sunlight. Ithaeur suspect that rather
the umia and ilthum of predatory animals, especially the dog than being two umia, each is actually a collection of related
and wolf spirits that remain distant relations through Father umia and ilthum, emissaries from the alien Shadows of the
Wolf and the Firstborn. Moon and Sun that cross the void with the light of their Ilusah.

Umia Ilthum Of the two, Lunes are the less dangerous to Forsaken
Animals Horses, Wolves, Bovines thanks to Luna’s patronage — Lunes burn Renown into the
Fish Salmon, Sharks, Eels People’s souls and teach them Moon Gifts — but they aren’t
Birds Gulls, Raptors, Eagles, safe to deal with. Packs who persuade Lunes into the totem
Reptiles Snakes, Crocodiles, Lizards role go mad with the changing influence of the moon’s phases,
Trees Oaks, Pines, Birches and warlike Lunes make formidable foes.
Plants Vines, Crawlers, Grasses
Fungi Molds, Mushrooms, Yeasts Helios has never forgiven the People for his sibling’s lov-
Insects Flies, Ants, Cockroaches er’s death, and his Helions range from disdainful to hostile
to werewolves.
Artificial spirits are born from humanity’s influence,
children of plastic and metal. Despite their origin, they’re Conceptual spirits are born from actions or reactions
still spirits and hunt for Essence through their resonance. Car rather than physical phenomena. Most lead fleeting lives
spirits, for example, are the herd “animals” and predators of as muthra before starving, as temporary as the events that
the roads, crash-killing prey spirits for sustenance. The spirits spawned them. Sustained or heightened resonance allows a
of big-brand supermarkets “hunt” money spirits in the manner few to merge and grow strong enough to break free of their
of anglerfish, luring prey into their gaping maws with bright birthing Essence. Conceptual spirits are rarer than other umia,
advertisements and discounts. but perhaps understand humanity better than their cousins
— and are better at manipulating humans into feeding them.

Umia Ilthum

Emotions Fear, Love, Joy

Ideologies Obligation, Faith, Work

Reactions Pain, Lust, Hunger

Umia Ilthum Magath are shunned by the umia, exiled from the spiritual
Vehicles Cars, Trains, Boats hierarchy for their twisted resonance. The result of a spirit
Structures Houses, Shops, Offices feeding on improper Essence through starvation, desperation,
Tools Knives, Hammers, Drills or accident, magath are crossbreeds and amalgams of wildly
Weapons Pistols, Missiles, Swords different concepts, fitting into neither umia. Many magath
Information Books, Televisions, Computers hunt and consume other spirits, evolving even further away
Objects Toys, Statues, Street Lights from their former umia.

GA T H R A
Werewolves often have to negotiate with spirits in order
to manage their hunting grounds, conducting diplomacy in
the First Tongue. Spirits are often willing to deal despite their

The Shadow and Spirits

Chapter Four: Howls in the Night

BROODS spirit remains intangible — and is often actually “inside” the
host — but is safe from starvation as long as the host generates
Spirits have packs of their own, or something enough Essence to feed it. Many items thought of as having
similar to the concept. While all the spirits in a “wills of their own” or as being cursed actually house spirits;
region answering to the local Ensahim or Dihim and although living victims’ loved ones might notice their
regardless of umia are called a court, they’re more unusual behavior, spiritual possession is only understood by
acknowledgments of strength and the ruling spirit’s a rare few human occultists. By influencing the host, or hu-
dominance over the Shadow than organizations. A mans interacting with a material host, to more closely reflect
brood is an association of spirits that have banded its nature, the spirit gets a ready supply of Essence and may
together for common purpose — carrion spirits move on to more permanent forms of possession. If allowed
following predatory spirits, for example. to continue unchecked, the process of possession sometimes
evolves into twisted half-flesh, half-spirit Claimed.
distrust of the half-fleshed, but require something in return — a
gift Ithaeur call gathra. The more powerful and high-ranking MANIFESTAT ION
the spirit, and the more it hates the Uratha, the greater its AND POSSESSION
price. Some spirits require service, tasks that will either gen-
erate sources of Essence or further the spirit’s position in the In the Hisil, spirits are as at home as humans are in the physical
courts and umia. Others simply require Essence as a one-off world. If they cross the Gauntlet, they enter a state of Twilight.
or repeated donation. Instead of bodies formed of flesh and bone, spirits are made up
of spiritual matter called ephemera. This substance is invisible
Treat negotiations with a spirit as a Social maneuvering to most beings and intangible to anything not comprised of the
action (see p. 163). Most spirits have average or hostile first same sort of ephemera — spirits can see and touch one another,
impressions with Forsaken, and require Soft Leverage in the but are invisible to most living people and pass through solid
form of gathra to Open Doors. Unlike mortal subjects of objects. They happily float through walls and ignore mundane
Social maneuvering, spirits can’t agree to deals unless they’ve dangers, but are incapable of interacting with people without help.
been paid — until then, the Uratha’s player doesn’t roll to
open Doors. Hard Leverage — threats of Siskur-Dah, and other Almost every spirit powerful enough to Reach also has the
strong-arm tactics — might force a spirit to accept a proposition ability to Manifest — to make its presence known and to affect the
after a perfunctory gift. physical world. Manifestations range from remaining invisible
but using powers, appearing as insubstantial but visible images,
The scale of gathra varies, decided by the Storyteller, but or even possessing a victim, sending his soul into hibernation
in general two points of Essence, removing a Hursih from and warping the commandeered body to suit the spirit’s own
politics, or a change to the material world that will produce uses. Some are more skilled at it than others — those so weak
a small amount of Essence are the bare minimum, and would they can’t Manifest at all are essentially impotent in the physical
move the first impression of a Hursih. Any lesser offering world and can’t interact with humans — but all require certain
requires Hard Leverage. appropriate conditions before they can use these powers.

CROSSING OVER A spirit that wants to shift into physical form or to inhabit
A spirit that is capable of using its powers through the an object, animal, or person requires the emotional resonance
Gauntlet might, as its self-awareness grows with power, decide of the area or victim-host to match its own, represented as an
to create food sources for itself by influencing what sort of increasingly potent set of Conditions.
spirits and Essence will be created around it. The true culprit
behind an unusual pattern of domestic murders, for example, The more powerful Manifestations require stronger Con-
might be a murder spirit using its abilities to heighten argu- ditions. The most powerful physical forms and tightly-held
ments to homicide. victims are the result of careful husbandry by the Manifesting
spirit, slowly building up the necessary Condition by lever-
Other spirits cross over completely, fleeing predation from aging whatever Manifestation it can produce at first. Unless
others of their kind, attempting to create sources of Essence, Conditions are very strong or the possessing spirit extremely
or even out of simple curiosity. Once in the physical world, powerful, a human being falling victim to a possession is first
spirits find themselves refugees and escapees. They constantly Urged to follow the spirit’s wishes instead of his own, then
strive to maintain their Essence, desperate to avoid returning later forced to do its bidding, and only then physically mutated
to their own world. Without an easy source of Essence, spirits into a bizarre amalgamation of nature and supernatural power.
must anchor themselves by finding objects or people that reflect
their nature, and tying their ephemeral bodies to them. The Rites to summon or exorcise spirits from the physical
world are a matter of creating or destroying the appropriate
resonance for the creature, preferably near to a place it can
Reach across the Gauntlet. Most spirits waste away as though
starving outside of the needed Conditions, so breaking those
Conditions is a sure-fire way of forcing the being to abandon
its attempt at Manifestation and sending it fleeing toward
either a way “home” or another appropriate vessel.

182

OTHER ENTITIES 183

The various World of Darkness games have used Spirits in Twilight can move at walking pace in any
the spirit rules to represent many different beings, direction. Gravity has no sway, though a spirit can only truly
from ghosts, to demonic owls made of smoke with “fly” if it’s appropriate for its form — most hug the material
a strange connection to vampires, to the inhabitants terrain.
of an astral world visited by mages.
DORMANCY AND AWAKENING
Although some beings have rare powers that
affect other “ephemeral entities,” for the most part the Only conceptual spirits and nature spirits of most animals,
different types of ephemera are mutually exclusive fish, and birds begin existence as mobile and active muthra or
— spirits and ghosts are both made of ephemera, Hursihim. Most spirits are born from the Essence of objects,
and both exist in a state of Twilight when in the plants, and natural features, and begin existence sleeping. They
physical world, but they remain “out of phase” and exist in the Hisil as faint outlines of the earthly phenomena
can’t see or interact with one another without a they draw Essence from, but if they aren’t consumed by other
Numen to allow it. spirits, they eventually develop into dormant Hursihim with
the capacity to awaken.
GAME SYST EMS
Spirits do not use the same systems as material beings, Dormant spirits sometimes awaken when an object they’re
instead using simplified Attributes and a system of Conditions tied to is destroyed, instinctively rousing to seek new Essence
and Manifestation powers. rather than starve. Major upheavals in the Shadow such as the
presence of an avatar of one of the Ilusahim, a battle between
THE STAT E OF T WILIGH T the Uratha and a spirit court, or the death of an Dihir can
awaken all the sleeping spirits in the vicinity. Other spirits of
Unless they Manifest or use a power to appear, a spirit the same umia can deliberately rouse dormant spirits.
remains in its insubstantial state when in the material world.
This state is described as “Twilight.” To beings in Twilight, In all cases, the act of waking up from dormancy consumes
physical objects appear pale and semi-transparent, light ap- one point of Essence.
pears dimmed, and sound is distorted as though underwater.
Twilight isn’t a place, though; it’s more of a description of how SPIRIT UAL TRAIT S
ephemera interacts — or fails to interact — with material reality.
Spirits aren’t alive the way humans or even the half-spirit
When in Twilight, only items, creatures, and phenomena that werewolves are alive. They aren’t biological creatures and don’t
arealsoinTwilightandcomprisedofthesamekindofephemeracan have a divide among body, soul, and mind. In game terms,
touch an ephemeral being. Attacks simply pass through the Twilight spirits are represented by simplified game traits.
being; solid concrete and steel are no more hindrance than fog.
RANK

All spirits have dots in an Advantage called Rank, which
notes how self-aware and powerful the spirit is. Rank technically
ranges from one to ten dots, but spirits with more than Rank
5 are so powerful and alien they can’t support themselves in
the Conditions lesser beings use. They can only be brought
into the world by story- and chronicle-defining maneuvers,
conjunctions, and events. The Gods of Shadow are out of the
scope of the Storytelling system. If they appear at all, they
do so as plot devices. On rare occasions, a Rank 6 or 7 spirit

RANK

Rank* Trait Limits ** Attribute Dots Maximum Essence Numina Title
0 0 dots 0 5 0 Muthra
• 5 dots 5–8 10 1–3 Hursih
•• 7 dots 9–14 15 3–5 Hursah
••• 9 dots 15–25 20 5–7 Ensih
•••• 12 dots 26–35 25 7–9 Ensah
••••• 15 dots 36–45 50 9–11 Dihir***

* Each Rank levies a –1 modifier on attempts to forcibly bind the spirit and acts as a Supernatural Tolerance trait like a
werewolf’s Primal Urge (see p. 160.)

** These represent permanent dots, not temporarily boosted ones.
*** Dihar (Rank 6) and Lesser and Greater Ilusah (Rank 7 & 8) are too potent to represent in game mechanics.

The Shadow and Spirits

Chapter Four: Howls in the Night

creates a Rank 5 “Royal Avatar,” an intermediary puppet weak SPIRITS AND
enough to interact with lesser beings. Luna, Helios, and other REACHING
Ilusahim are too powerful or aloof to even do that, relying on
the umia of lesser spirits serving them instead. Whenever a spirit attempts to cross between
the material world and the Shadow, uses an Influ-
Rank determines the maximum ratings in other game ence or Manifestation to Reach across, feeds from
traits a spirit can have, as described in the table below, along the material world’s Essence while still being in the
with how many dots of Attributes it can have. All spirits have Shadow, or uses a Reaching Numen (see p. 191),
the ability to sense the relative Rank of other spirits, and the dice pool is penalized by a number of dice ac-
may attempt to conceal their own Rank by succeeding in a cording to the Gauntlet Strength chart on pg. 101.
contested Finesse roll. Success means that the spirit appears
to be the same Rank as the being sensing the relative Rank. Loci (see p. 179) are especially close to the
Hisil. Spirits don’t need the Reaching Manifestation
ESSENCE Effect to use their powers across the Gauntlet at a
locus, attempts to cross over are at +2 dice, and
Combination food, oxygen, and wealth, Essence fuels spirits whose nature matches the locus’ Resonant
spirits’ powers, sustains their insubstantial bodies, and allows Condition heal at twice the normal rate.
them to continue existing. As a game trait, Essence resembles
Willpower in that each spirit has a permanent maximum • Spirits may attempt to gorge themselves on a source of
Essence rating and an equal number of Essence points it can appropriate Essence. Once per day, when in proximity
spend to achieve effects. Maximum Essence is determined (even if it’s on the other side of the Gauntlet) to a suitable
by Rank. Condition, a spirit can roll Power + Finesse, regaining
successes in Essence. If the spirit is still in the Hisil, the
Spirits can use Essence in the following ways: dice pool is penalized according to Gauntlet strength.

• Spirits must spend a point of Essence per day to remain ATTRIBUT ES AND SKILLS
active, even when in the Hisil . If they have run out of Essence,
they fall into hibernation until something happens to let Spirits don’t have the nine Attributes familiar in material
them regain at least one point, which they can then spend characters, but use a simplified set of the Power, Finesse, and
on returning to activity. Such dormancy is dangerous — the Resistance categories other Attributes fall into. When creat-
spirit remains in Twilight and can be destroyed if it loses all ing a spirit, look at the Rank chart earlier in this section for
Corpus and Essence at the same time (see p. 186). When guidelines on how many total dots it should have, and what
spirits enter hibernation in the physical world, they slowly its trait maximum is.
move back across the Gauntlet into the Shadow, crossing
over in the local Gauntlet’s dice penalty in hours. Power describes the raw ability of the spirit to impose
itself on other beings and the world at large. It is used in all
• Spirits in the material world but outside of a suitable rolls that call for Strength, Intelligence, or Presence.
Condition bleed one point of Essence per hour. The
Influence and Manifestation Conditions starting on Finesse describes how deft the spirit is at imposing its
p. 187 state whether they protect from Essence bleed. desires with fine control. It is used for all rolls that call for
Spirits that run out of Essence due to bleed suffer a Dexterity, Wits, or Manipulation.
single lethal wound and enter hibernation.
Resistance describes how well the spirit can avoid impo-
• Spirits can spend Essence to boost their traits for a single sition from its peers and how easily it is damaged. It is used
scene on a point per dot basis. They can’t boost a single for all rolls that call for Stamina, Resolve, or Composure.
trait by more than Rank + 2 dots; boosting takes a turn,
and they can only boost a single Attribute in a turn. Spirits don’t possess skills, but don’t suffer unskilled pen-
alties as long as the action they’re attempting is appropriate
• Spirits can sense sources of Essence appropriate for their to their nature. They roll the appropriate Attribute + Rank
needs from up to a mile away, even across the Gauntlet for actions relating directly to their concept, or Attribute +
without penalty. The “Seek” Numen (p. 193) increases Attribute for actions like surprise and perception.
this range.
A DVAN T AGE S
• Spirits regain one point of Essence per day they are in
proximity to any Condition relating to them — even Spirits don’t have an Integrity trait, or a Virtue or Vice.
across the Gauntlet. Instead, they regain one point of spent Willpower per three
points of Essence they consume by gorging or stealing as
• Spirits can attempt to steal Essence from one another. described above.
The attacking spirit rolls Power + Finesse, contested by
the victim’s Power + Resistance. If the attacker succeeds,
it steals up to the successes in Essence, as long as the
victim has Essence remaining to lose.

184

OTHER TRAIT S 185

Because they have simplified traits, spirits calculate derived • A spirit voluntarily attempting to come into contact with
traits a little differently to other characters. the bane must spend a Willpower point and succeed on
a Power + Resistance roll with a dice penalty equal to
Corpus: A spirit doesn’t have Health, but measures how their Rank.
intact its ephemeral form is using Corpus. Permanent Corpus
is equal to Resistance + Size and grants Corpus boxes that act • Banes are solid to spirits, even when they are in Twilight.
like Health boxes, filling when the spirit suffers injury. Cor- They do not, however, affect spirits on the opposite side
pus boxes don’t have wound penalties associated with them. of the Gauntlet.

Willpower: Spirits have Willpower dots equal to Resis- • Simply touching the bane — even voluntarily — causes
tance + Finesse, with a maximum of ten dots for spirits of one point of aggravated damage per turn if the bane is
Rank 1 to 5. As well as being able to gain Willpower by gorging in the Hisil or the spirit is Materialized, and causes any
on Essence, all spirits regain one point of Willpower per day. relevant Condition to end unless the spirit succeeds
in a roll of Rank in dice. Repeat the roll every turn if
Initiative: Initiative is equal to Finesse + Resistance. contact holds.

Defense: Defense is equal to Power or Finesse, whichever • If the bane comes into contact with an item or person
is lower, except for Rank 1 spirits which use the higher of linked to a Fettered spirit, the spirit suffers one point
the two Attributes, and dormant spirits which do not have of lethal damage per turn as long as contact holds. The
Defense at all. The more a spirit is driven by raw instinct, the spirit must use the Unfetter Manifestation Effect to
more animal defense it displays in combat. escape.

Speed: Speed is equal to Power + Finesse + a “species” • Touching the bane while in Twilight causes one point
factor. Spirits of inanimate objects usually have a species of lethal damage per turn to non-Manifest spirits.
factor of 0.
• If the bane is used as a weapon against the spirit, the
Size: Spirits can be of any size and shape, though most spirit suffers aggravated wounds if both bane and spirit
grow larger as they increase in potency and self-determination. are in the Hisil or the bane is in the physical world and
If in doubt, use Rank as Size. the spirit is using a Manifestation. The wounds are lethal
for spirits still in Twilight when the bane is physical.
Language: Spirits all speak the native tongue of the
Hisil, a strange, sibilant language, but often learn the human Banes are increasingly esoteric and obscure for spirits of
languages common around their Essence-feeding grounds. increasing Rank.
Uratha are capable of speaking the spirit tongue, but do so
with a discernible accent. Rank 1 spirits have common substances and phenomena
as banes. The spirit of a forest is poisoned by the fumes of
BANS burning plastic.

All spirits suffer from a mystical compulsion known as Rank 2 and 3 spirits have difficult to obtain but still “nat-
the ban, a behavior that the spirit must or must not perform ural” banes. A wildwood spirit must be killed by a sharpened
under certain conditions. Bans increase in both complexity stake made of pine.
and consequences with Rank.
Rank 4 and 5 spirits have highly-specific banes that
Rank 1 spirits have mild bans that are easily triggered require great effort to acquire. The spirit of the US Treasury
but don’t endanger the spirit. A spirit of bliss can’t resist an (the building) can be killed by a silver bullet made from a
offering of opiates. melted-down original dollar.

Rank 2 and 3 spirits have moderate bans that curtail their The hierarchical nature of spirits also plays a part — Rank
activities in a more serious way than mere distraction. The isn’t a social convention for them but a fundamental part of
murderous spirit of a car that has run down multiple people their natures. Spirits of two Ranks or more higher than an
loses all Willpower if it doesn’t kill one person a month. opponent (a Rank 5 spirit attacking a Rank 3 spirit, for ex-
ample) count as their opponent’s bane when using unarmed
Rank 4 and 5 spirits have complicated bans that put an attacks, claws, or teeth.
end to whatever the creature is trying to do — often in an
explosive fashion. They have consequences in game traits or COMBAT
long-term actions, but esoteric requirements. The spirit of
Mount Iliamna, a volcano in Alaska, must use its Numina to As noted earlier, spirits use the lower of Power or Finesse
kill a victim named by anyone who makes it an offering of for Defense unless they are Rank 1, in which case they use the
platinum that was mined from its foothills. higher. They apply Defense against all attacks, even firearms.

BANES Spirits roll Power + Finesse to attack. The spirit’s attacks
inflict bashing damage unless its nature (a spirit with metal
Spirits are not of the material world and react strangely to fists, for example) indicates that it should inflict lethal wounds
some elements of it. The interaction between a spirit’s ephem- instead. Some spirits use ephemeral weapons, in which case
eral Twilight form and physical substance always contains a
flaw — a bane — that damages the spirit’s Corpus through
symbolic or mystical interference. The bane is a physical
substance or energy that the spirit can’t abide.

The Shadow and Spirits

Chapter Four: Howls in the Night

TOOTH AND CLAW Spirits have Influences that relate to their natures, but
that may be used in multiple circumstances — the dog spirit,
Uratha have one great advantage in the Hunt for example, has Influence over Dogs as a whole, not merely
against weaker spirits — the spiritual deference to over a particular dog.
Rank extends to the honorary Rank werewolves earn
through Renown (see p. 99), but only against spirits. The People have a sense for spiritual Influence. When an
A werewolf who “outranks” a minor spirit will deal Uratha has a spirit’s scent, roll Primal Urge minus the spirit’s
devastating wounds to it with his claws and bite, Resistance. Success reveals the spirit’s highest-rated Influence,
but a high-Rank spirit can’t burn that werewolf by while exceptional success reveals them all.
touching him. High-Ranking spirits have other ways
to assert dominance over the half-fleshed. Influence is measured in both scale and duration. To use
an Influence, compare the spirit’s Influence rating to the total
roll Power + Finesse and then apply weapon damage on a dots of the intended effect and how long it is to last. The total
successful attack. must be equal to or less than the spirit’s Influence rating in
order for the Influence to be attempted.
Spirits in Twilight can only attack or be attacked by other
spirits, unless the attack utilizes the spirit’s bane. The spirit pays the listed cost in Essence and rolls Power
+ Finesse, with success creating the desired effect. If the Influ-
Physical attacks on a Manifest spirit, or one in the Hisil, ence is altering the thoughts or emotions of a sentient being,
that would normally cause lethal damage only cause bashing the roll is contested by Resolve or Composure (whichever is
damage unless the attack utilizes the spirit’s bane. Even a higher) + Primal Urge.
spirit that’s solid to its attacker doesn’t have any internal
organs to injure. INFLUENCE DURAT IONS

Spirits record and heal from wounds the same way as Level Duration Cost
human characters, but in addition lose one point of Essence 0 One minute per No additional Es-
for every aggravated wound they suffer. success sence cost
• Ten minutes per No additional Es-
Spirits that lose all Corpus from lethal or aggravated success sence cost
wounds explode into bursts of ephemera stylized to their •• One hour per success 1 additional Essence
natures. For example, a forest spirit dies in a hail of rapidly ••• One day per success 2 additional Essence
vanishing pine needles. The spirit isn’t actually dead, though, •••• Permanent 2 additional Essence
merely returned to dormancy unless it has also run out of
Essence. If it has even a single Essence point remaining, MANIFESTAT ION
it reforms in a safe place (a Resonant location, usually),
hibernating. Once it has regained Essence points equal to Spirits can interact with the mortal world in many dif-
Corpus dots, it can spend an Essence point to reawaken. ferent ways, from lurking in the Hisil and Reaching across
As the spirit can’t act while hibernating, this means waiting the Gauntlet to physically Manifesting or merging into a
for the one point of Essence a day that it receives for being human soul. Just as Influence traits determine what level of
in a suitable area to slowly build up to the spirit’s Corpus control the spirit has over its environment, Manifestation
— which means that more powerful spirits take longer to traits note which forms of Manifestation are possible for a
recover from being “killed.” particular spirit.

INFLUENCE Spirits begin with the Twilight Form Manifestation and a
number of Manifestation Effects from the list below equal to
All spirits have a degree of Influence over the world Rank. Spirits may increase their capabilities by reducing the
that they can leverage to control and shape the basis of their number of Numina they possess, at the cost of one Numen
existence, control their environment, and encourage the per Manifestation Effect.
phenomena they were born from.
Most Manifestation Effects have prerequisite Influence
Spirits begin with dots in Influence equal to their Rank. or Manifestation Conditions — a spirit can only Fetter to
Although a spirit’s Rank is also the maximum rating for an something with an Open Condition, for example.
Influence, a spirit can split its dots to have more than one
Influence. A Rank 4 spirit of dogs, for example, might have All Manifestation Effects require a Power + Finesse roll
Influence: Dogs ••• and Influence: Loyalty •. to use. Most have an associated cost in Essence, and some
are contested or resisted.
Spirits may reduce their number of Numina granted by
Rank to increase Influence dots at a cost of one Numen per dot. SPIRIT UAL INFLUENCE
AND MANIFESTAT ION
CONDIT IONS

If something falls into a spirit’s sphere of influence, this
is handled mechanically by declaring an Influence Condition.

186

INFLUENCE EFFECT S 187

Level Effect
• Strengthen The spirit can enhance its sphere of influence; it can add to the Defense of a beneficiary,
make an emotion stronger, an animal or plant healthier, or an object more robust, gaining the
•• Manipulate spirit’s Rank in Health or Structure. This Influence can shift the Resonant Condition to Open for
••• Control its duration. The cost is 1 Essence.
•••• Create The spirit can make minor changes within its sphere of influence, such as slightly changing
••••• Mass Create the nature or target of an emotion, or making minor changes to an animal’s actions, a plant’s
growth, or an object’s functioning. The cost is 2 Essence.
The spirit can make dramatic changes within its sphere of influence; twist emotions entirely;
or dictate an animal’s actions, a plant’s growth, or an object’s functioning. This Influence can
shift the Open Condition to Controlled for its duration. The cost is 3 Essence.
The spirit can create a new example of its sphere of influence; instill an emotion; create a new
sapling or young plant, a young animal, or brand-new object. The spirit can cause a tem-
porary Resonant Condition in a subject for the duration of the Influence. The cost is 4 Essence.
The spirit can create multiple examples of its sphere of influence; trigger emotions in multiple
people; or create new copses of trees, small groups of animals, or multiple identical items.
The cost is 5 Essence. The number of examples of the Influence created is equal to Rank.
Alternatively, the spirit may create one instance of its sphere of influence — including creating
the Resonant Condition — permanently, without spending additional Essence for duration. A
spirit can’t permanently alter the mind of a sapient being through Influence.

MANIFESTAT ION

Manifestation Effect
Twilight Form If the spirit enters the material world, it does so in Twilight (see p. 183). The Effect has no cost.
Discorporate In emergencies, the spirit can voluntarily Discorporate as though it had lost all Corpus to lethal injury
Reaching — a painful way to escape a greater spirit threatening to permanently kill it. The Effect has no cost.
Gauntlet Breach By spending one Essence, the spirit applies the Reaching Condition to itself. The activation roll is
penalized according to the local Gauntlet Strength.
Shadow Gateway (Requires Resonant Condition) By spending three Essence, the spirit forces itself through the Gaunt-
let — returning to the Hisil from the physical world, or appearing in Twilight Form by entering the
Image material world. The activation roll is penalized by the local Gauntlet Strength.
Materialize (Rank 3+ spirit only — Requires Open Condition) By spending Essence equal to Gauntlet Strength,
Fetter the spirit opens a portal to the Hisil that it and other creatures may use, applying the Shadow Gate
Condition to the location. The activation roll is penalized by the local Gauntlet Strength.
Unfetter (Requires Resonant Condition) By spending one Essence, the spirit may make its Twilight Form visible
to material beings for a scene.
Possess (Requires Open Condition) By spending three Essence, the spirit may shift from Twilight Form into the
Materialized Condition.
Claim (Requires Open Condition) By spending two Essence, the spirit adds the Fettered Condition to itself.
Living beings targeted by this Effect contest the roll with Resolve + Composure + Primal Urge. If the
Effect is successful, living targets gain the Urged Condition.
(Requires Fettered Condition) By spending one point of Essence, the spirit temporarily suppresses the
Fetter Condition for a Scene, allowing it to use other Manifestation Effects or roam in Twilight. When
the Scene ends, any Manifestation Effects used during it immediately end. If the spirit isn’t back with-
in range of its Fetter (see p. 190) when Unfetter ends, it immediately goes dormant.
(Requires Open Condition) By spending three Essence, the spirit gains temporary control over an
object, corpse, or creature, applying the Possessed Condition to the subject. Living subjects contest
the roll with Resolve + Composure + Primal Urge.
(Requires Controlled Condition) By spending five Essence, the spirit gains permanent control over an
object, creature, or corpse, applying the Claimed Condition to the subject. Living subjects contest the
roll with Resolve + Composure + Primal Urge. A spirit must be capable of both the Fetter and Possess
Manifestations to buy Claim.

The Shadow and Spirits

Chapter Four: Howls in the Night

Influence Conditions resemble Tilts and character Conditions uisite Conditions is “frozen.” For example, a spirit can use its
— they may be applied to locations and objects as Tilts, or to influence to temporarily create the Open Condition. If it then
characters as Conditions. uses the Fetter Manifestation to create the Fettered Condition,
the remaining duration of Open is frozen until Fettered ends.
The different forms of Manifestation Effect create or
require Conditions applied to the location, object, or character If a prerequisite Condition is removed from a character
the spirit is Manifesting into or — in cases like Reaching — to (for example, a Fettered spirit’s Open Condition is removed by
the spirit itself. exorcism) any Conditions relying on it, any relying on them,
and so on are immediately removed. The most advanced
Unlike many Conditions, Influence and Manifestation remaining Condition then resumes its duration.
Conditions are tiered and interrelated; Manifestation Condi-
tions have Influence Conditions as prerequisites and vice-versa. RESONANT
The lower tiers occur naturally, while the later ones must be
created by spirits using Influences and Manifestations. The subject of this Condition is within the sphere of
influence of a spirit.
In the most advanced forms of Inf luence and Manifestation,
a spirit may attempt to create a long-lasting Condition that has Causing the Condition: This Condition is common and
a prerequisite of a very temporary one. When one Condition is naturally-occurring — if an object, phenomenon, person, or
advanced into another, the remaining duration of the prereq-

188

place matches the spirit’s purview in some way, it has this 189
Condition. Anything matching the description of one of a
spirit’s Influences counts as having this Condition tagged to The Shadow and Spirits
the spirit. Summoning rites intended to entice a particular
spirit to a location work by instilling the qualities that result
in this Condition. Finally, a high-Rank spirit can use a Create
Influence to cause the prerequisites for the Condition itself.

Ending the Condition: The Condition ends if the phe-
nomenon creating it ends. A forest stops being Resonant for
a tree spirit when humans fell all the trees, a grief spirit can’t
Influence someone who has healed and let go of his pain,
and a fire spirit must move on when the fire is extinguished.
Banishing rites may temporarily suppress the Condition.

OPEN

The place, object, animal, or person covered by a
Resonant Condition is now conditioned to accept the
resonant spirit. That spirit can now attempt to Fetter itself
to the subject of the Condition, or, if the Condition is on a
location, Materialize.

Prerequisites: The Resonant Condition for the same
phenomenon to which this Condition is tagged.

Causing the Condition: This Condition is usually the
result of fine-tuning the Resonant Condition as part of an
extended action, involving the subject and spirit acting in
concert for a number of scenes equal to Rank or a living
subject’s Resolve, whichever is higher. Using a Strengthen
Influence allows a spirit to temporarily upgrade Resonant
to Open as an instant action. Last, both Lunacy and some
Wolf-Blooded Tells can cause Open spontaneously, offering
the subject up to a spirit without any effort on its part.

Ending the Condition: The Condition ends if the
prerequisite Condition is removed. Exorcism rites work by
removing this Condition, reverting it to the prerequisite.

CON T ROLLE D

The object, creature, or person covered by an Open
Condition has now been so conditioned that the spirit may
attempt to Claim it, permanently merging with it.

Prerequisites: The intended subject of this Condi-
tion must have the Open Condition, tagged to the spirit
attempting to cause it.

Causing the Condition: This Condition is the result
of repeated use of the Possess Manifestation Effect by the
causing spirit. It must have succeeded in possessing the
subject on a number of separate occasions equal to the
Willpower of spirit or subject (whichever is higher). If any
Possessed Condition is removed before its duration ends,
the spirit loses any progress on building to the required
number of possessions.

Ending the Condition: Successfully ending the Con-
trolled Condition, or a Claimed Condition resulting from
it, against the spirit’s will removes this Condition and reverts
the subject to Open.

Chapter Four: Howls in the Night

REAC H ING Causing the Condition: This Condition is created by a
spirit using the Fetter Manifestation Effect.
The spirit has opened a conduit through the Gauntlet,
allowing it to use Influences and Numina to affect the other Ending the Condition: Fetters are permanent unless the
side. Numina with [R] after their name can be used with prerequisite Conditions are ended, or if the subject of the Fetter
this Condition. Characters capable of perceiving spirits in is destroyed or killed (if a living being). The spirit can voluntarily
Twilight can sense the conduit’s presence with a successful end the Condition by using the Unfetter Manifestation Effect.
Wits + Composure roll.
URGE D
Causing the Condition: This Condition is the result of
the Reaching Manifestation Effect and lasts for one Scene. This animal or human host has been used as a Fetter by a
spirit. The spirit may read the subject’s thoughts with a success-
Ending the Condition: At the end of the scene, the ful Power + Finesse roll, contested by Resolve + Primal Urge.
Condition fades. Success reveals surface thoughts. The spirit may urge the host
to take a specified action with a successful Power + Finesse roll
SHADOW GAT E contested by Resolve + Composure. If the spirit wins, it creates
the urge. Following the urge rewards the host with a Beat.
The location has a hole punched through the Gauntlet.
Spirits, packs — and even incautious humans — can cross Causing the Condition: This Condition is created by a
through it without the use of any powers. The Shadow Gate spirit using the Fetter Manifestation Effect.
is visible even to material beings, as the Shadow world and
material worlds mix. Ending the Condition: The Urged Condition ends
whenever the linked Fetter ends.
Causing the Condition: This Condition can be created
by using the Shadow Gateway Manifestation Effect on an POSSE SSE D
Open Condition.
This object, corpse, or living being is temporarily con-
Ending the Condition: At the end of the scene, the trolled by a spirit. Living hosts are put into a coma-like state
Condition fades. while being possessed — they experience the possession as
missing time, except for flashbacks that might come out in
MAT ERIALIZED dreams or times of stress such as losing Integrity. The spirit
may not use Numina or Influences while controlling the host,
The spirit has shifted from ephemeral to material but is safe from Essence bleed as long as the possession lasts.
substance, Manifesting in physical form. All the rules for
ephemeral spirit’s traits still apply except for the effects of The spirit may pay one Essence per turn to heal one
being in Twilight. This Condition protects the spirit from lethal or bashing wound or a point of structure lost to dam-
Essence bleed for its duration. age. A corpse that died through damage begins Possession
incapacitated.
Causing the Condition: This Condition is created by a
spirit using the Materialize Manifestation Effect on an Open Spirits possessing inanimate objects or corpses have a
Condition. If the Open Condition used is on an object or great deal of control over their host. A spirit controlling an
person, the spirit must materialize within its Rank in yards. object can’t make it do anything it couldn’t do while being
operated, but it can turn switches on and off, operate machin-
Ending the Condition: Materialization lasts for one hour per ery, use keyboards, and turn dials. Use the spirit’s Finesse if
success on the activating roll. When the duration ends, the spirit dice rolls are necessary.
fades back into Twilight. Physical contact with a Bane or removal
of a prerequisite Condition causes the Condition to end early. Corpses and other articulated hosts capable of movement,
such as shop mannequins or industrial robots, use their own
FE TTERED Physical Attributes but the spirit’s Attributes in Social or
Mental rolls. By spending a point of Essence, the spirit can
The spirit has secured itself to an object or creature. As use its own Attributes instead of the host’s for Physical tasks
long as it remains Fettered, the spirit is safe from Essence for a turn, but doing so causes one point of lethal damage or
bleed. The spirit remains in Twilight and must stay within five structure loss to the host.
yards of the Fetter. Most spirits Fettering themselves literally
hide inside their Fetters if they are small enough. Living hosts require more time for the spirit to gain full
control and always use the host’s own Attributes. The spirit
The spirit pays one less Essence for using Influences on may read the host’s mind with a Finesse Roll at a –4 penalty,
the Fetter, but may not use them or Numina on another target use the host’s Physical Skills at a –3 penalty, and the host’s
as long as the Fetter lasts. Social and Mental Skills at –4. Reduce these penalties by one
die per day that the spirit has been Fettered to the host. Most
Prerequisites: The intended subject of this Condition possessing spirits Fetter themselves to their intended hosts
must have the Open Condition, tagged to the spirit attempt- and use the Possess Manifestation Effect to take full control
ing to cause it. only in emergencies.

190

To possess a host, the spirit must remain in Twilight, su- 191
perimposed over the host. This means that if the host touches
the spirit’s bane or is injured by a weapon made of the bane, In nonliving hosts, Claim is only temporary — once the
the spirit will suffer wounds to its Corpus. Claim has fully formed, the host loses one dot of a Physical
Attribute (or equivalent for formerly inanimate objects) per
Causing the Condition: This Condition is created by a three days. When any of these Attributes reaches 0, the host
spirit using the Possess Manifestation Effect. The object or disintegrates and the spirit is released into Twilight.
victim must be under the Open Condition, tagged to the spirit.
NUM INA
Ending the Condition: The possession lasts for a single In addition to Influence and Manifestation, all spirits have
scene, unless the spirit abandons it early or the host is killed a number of discrete supernatural powers called Numina. Each
or destroyed. Abjurations, exorcisms and forced contact with Numen is a single ability linked to the spirit’s nature — activated
banes and bans can all motivate a spirit to release a host. by a successful Power + Finesse roll unless stated otherwise.

CL AIM E D The Numina described here are deliberately generic. An
individual spirit displays a Numen in a way that reflects its
A Claimed object, corpse, creature, or person is perma- type, theme, and biases — a winter spirit’s Blast is a empty,
nently possessed and merges with the spirit involved. Unlike freezing cold in the bones of its victim, while a faith spirit’s
victims of Possess, a living Claimed isn’t put into a fugue state, Awe manifests as a terrible, holy aura.
but remains mentally active while his soul and the Claiming
spirit merge together over the course of several days. During Numina with next to their names are usable in con-
the period of fusion, the subject is under all the effects of the junction with the Reaching Condition.
Urged Condition, described above. Once per day, starting with
the moment the Claimed Condition is created, add one dot of AGGRESSIVE MEME
the spirit’s Attributes to the host’s, permanently raising them.
Power may be assigned to Strength, Intelligence, or Presence, The spirit speaks to a person (it must be in a Condition capable
Finesse to Wits, Dexterity, or Manipulation, and Resistance of doing so) and plants an idea in her mind. When that person tells
to Stamina, Composure, or Resolve. The host’s physical form someone else the idea, it takes hold in his mind, too. And whoever
begins to mutate, taking on an appearance influenced by the he tells wants to spread the idea, and so on. Those affected aren’t
original host and the spirit. compelled to act on the idea, but they’re thoroughly “earwormed”
by it, and their thoughts turn to it when idle until their Willpower
Claimed corpses add dots to Attributes as above, but start in days has passed. The Numen costs seven Essence to activate and
with all Mental and Social Attributes at 0. Inanimate objects is contested by Resolve + Composure + Primal Urge.
begin with Dexterity 0, but use Structure and Durability
instead of Strength and also start the claiming process with AWE
all Mental and Social Attributes at 0. Corpses and inanimate
hosts don’t spend the claiming period under the Urged Con- The spirit causes terror in anyone who can see it. The
dition, having no minds of their own to warp. Numen costs three Essence and activation is contested indi-
vidually with Presence + Composure + Primal Urge by anyone
Claimed may use the spirit’s Influences, but not Numina looking at the spirit. Anyone gaining fewer successes than the
or Manifestation Effects. They may develop unique Dread spirit is unable to move or speak for a turn. If the spirit gains
Powers (p. 210). From the moment the Claimed Condition an exceptional success, the effect lasts three turns.
starts, the spirit is safe from Essence bleed. The hybrid being
that results has the spirit’s Essence trait, ban, and bane, but is BLAST
a material being. Claimed that were once spirits may cross the
Gauntlet at a Locus with a successful Intelligence + Presence The spirit may wound opponents at a distance. Range
roll. Claimed that were inanimate objects are fully animate, is equal to 10 yards per dot of Power and the spirit does not
fusions of spiritual power, metal, and plastic. suffer range penalties. If the activation roll succeeds, the
Blast wounds as a +0L firearm. The spirit may increase the
Causing the Condition: This Condition is created by a lethality of its Blast by paying Essence — every two Essence
spirit using the Claim Manifestation Effect. spent increases the “weapon” by +1L. The maximum weapon
bonus is equal to the spirit’s Rank.
Ending the Condition: Claim is permanent in living hosts
unless the spirit decides to detach itself, rolling its original DEMENT
Power + Finesse penalized by its own Rank and contested
by the Claimed host’s Resolve + Composure — including The spirit may torture its victim’s mind via psychic as-
any dots gained from being Claimed. If the spirit succeeds, sault. This Numen costs one Essence. The activation roll is
it separates from the host. Former hosts are physically and contested by the victim’s Intelligence + Primal Urge. If the
mentally scarred — their physical appearance changes back at spirit succeeds, the victim suffers the Madness Condition (p.
the same rate it mutated and the extra Attribute dots fade at a 309) for the rest of the scene.
rate of two per day. The Essence trait and any Dread Powers
the Claimed developed immediately vanish. DRAIN

The spirit can steal Essence or Willpower (chosen at acti-
vation) from a material being. The activation roll is contested
by Stamina + Resolve + Primal Urge. Whichever character
— spirit or target — gains the most successes receives points

The Shadow and Spirits

Chapter Four: Howls in the Night

of Willpower or Essence equal to the number of successes, INNOCUOUS
while the other party loses the same number.
The spirit is very good at being overlooked. Perception
EMOT IONAL AURA rolls to notice the spirit suffer a –2 penalty. This Numen does
not require a roll to activate and has no cost.
The spirit sends out a wave of powerful — and distract-
ing — emotion. This Numen costs one Essence and lasts for a LEFT-HANDED SPANNER
scene or until the spirit uses another Numen. The activation
roll is made once, but anyone coming within 5 yards of the The spirit positions itself over a device, touching it if
spirit must make a Resolve + Composure + Primal Urge roll. Manifest or moving its Twilight form to superimpose over it.
If the activation roll has more successes, the victim suffers a Once in position, the spirit disables the device by paying one
–2 penalty to all actions as long as the aura remains. If the Essence. The device must be a human-manufactured object
victim gains more successes, he is immune to the aura unless with at least three moving parts. If the activation roll succeeds,
the spirit uses the Numen again. the device malfunctions for a number of turns equal to the
successes rolled. Using this Numen in combat requires the
ENTROPIC DECAY spirit to grapple and gain control of the object, and so can’t be
used this way in Twilight unless the target is in Twilight as well.
The spirit accelerates the natural processes of decay in a
target. This Numen costs 3 Essence. The activation dice pool MORTAL MASK
is resisted depending on the subject of the Numen — living
creatures penalize the roll by Stamina, spirits by Resistance, This Numen disguises a Materialized spirit as a human and
while inanimate objects use Durability. Each success on the can be used at the same time as the Materialize Manifestation
activation roll inflicts one point of lethal damage. Effect. Using the Numen costs 1 Essence and the human seeming
lasts for activation successes in hours. The human “costume”
F IREST ART ER is flawed — witnesses may make a Wits + Composure – Finesse
roll to realize that something is wrong. Characters able to sense
The spirit causes flammable materials to combust. This the spirit in Twilight do not suffer a penalty to the roll.
Numen costs one Essence and causes one small fire to break
out per activation success within the spirit’s Power in yards. OMEN TRANCE

GHOST EAT ER Once every 24 hours, the spirit may enter a trance in
order to gain a glimpse of the future. The Numen costs one
The spirit may sense ghosts in Twilight, and consume Essence if the spirit is using it on its own behalf or 3 Essence
their Essence as though they were spirits. This Numen is rare, if it is searching for omens for another. If the activation roll
usually only found in spirits of death or grief. succeeds, the spirit sees a vision of an event sometime in the
next week, with a bias toward warnings of danger.
HALLUCINAT ION
PATH FINDER
The spirit may create an illusion experienced by a single
target: It can be anything from a sight or sound to an imagi- This Numen allows a spirit to know the quickest route
nary person who holds a conversation. The Numen costs one to a destination. The fastest route isn’t always the safest, of
Essence and is contested by the victim’s Wits + Composure course; the Numen doesn’t reveal any dangers on the way,
+ Primal Urge. only a set of directions to the target. If the destination is the
subject of the Safe Place Merit, the activation roll is contested
HOST JUMP by the lowest Resolve + Primal Urge among any owners. The
Numen costs 1 Essence and lasts for a scene. If the destination
The spirit may leap from host to host when using the is too far away to reach that quickly, the spirit must use the
Possess or Claim Manifestations. The current host must touch Numen again.
the intended host while the spirit spends 3 Essence; the new
host must be under all necessary prerequisite Conditions. If RAPT URE
both prerequisites are met, the spirit immediately transfers the
Possessed or Claimed Condition to the new host, although The spirit forces a response from the pleasure centers of
Claimed hosts must begin the process of Claiming again. The a living being’s brain, granting ecstatic visions, a feeling of
spirit does not need to re-spend Essence on the Manifestation communion with the universe, and sensations of bliss. The
Effect when jumping hosts with this Numen. Living Claim Numen costs 2 Essence to activate. If successful, the victim
victims who are vacated with the use of this Numen still suffer suffers the Stunned Tilt (p. 313). If the victim fails a Resolve
the aftereffects listed under the Claimed Condition. + Primal Urge roll, she gains a temporary Condition for the
spirit’s Power in days, in a form that binds her closer to the
IMPLANT M ISSION spirit’s wishes. Uratha do not add Primal Urge to their resis-
tance roll against this Numen if it is used by a Lune.
This Numen grants a mortal a vision of a task the spirit
wishes him to accomplish as well as a mystical determination REGENERA T E
to see it through. The spirit pays 2 Essence and rolls Power
+ Finesse. On a success, the subject receives a short vision of The spirit can use Essence to heal bashing and lethal
whatever the spirit wishes him to do and is under the Obsessed wounds on its Corpus. This Numen does not require a roll to
Condition regarding carrying that mission out. activate, but costs 1 Essence and heals one point of bashing

192

or lethal damage — the spirit must reactivate the Numen each 193
turn to heal more severe wounds. Bashing damage is healed SIGN
first, then lethal.
The spirit creates messages or images in any media — it
SEEK can write in the condensation on cold glass, produce images on
computer screens, and send audible messages via phone lines.
The spirit can sense the presence of suitable Conditions The Numen costs one Essence to activate, and if successful
from a distance. The base range is two miles per Rank; spirits creates a single message.
may spend 1 Essence to multiply this by 10. By making a suc-
cessful Finesse roll, the spirit becomes aware of the direction ST ALWART
and distance to the nearest suitable Resonant Condition.
The spirit appears armored, and uses Resistance as its
SPEE D Defense score instead of the lower of Power or Finesse.

The spirit accelerates into a blur of movement. The spirit T ELEKINESIS
chooses whether to spend 2 or 4 Essence when activating
this Numen. Spending 2 Essence doubles its Speed for the The spirit can manipulate objects without using a Man-
remainder of the scene, while spending 4 Essence triples it. ifestation Effect. This Numen costs one Essence. Successes
on the activation roll become the spirit’s “Strength” when
attempting to lift or throw an item. Fine motor control is
impossible using this Numen.

The Shadow and Spirits

tLmhhhkoiaiepeiug“s“lArd“iLh“pD“eWDT’mA“eto“O“aI“ohts“heeIf“k,b“u“WuT’“cOr“aeT’ndaNtieSnOivhrhSkhNdolnbht.doedarooeneyeotytodoa,.yrntuecoa,h”ltdeTdant”mfnoriys’owlyeNgInldomtesuoaihsvhsdarhdil’sstottrssesaeeeodcmisekda?rsfiadnidnuy’hneRe”liLaetnrdodstensnmadinsohsitrtholceohuekst.tuagThtoeWooktda”ileOaahviaheeefowoe.rmhhiseietrddhlpekdje,htedat,,ned.wfatue,u””aaitg-yovhtkdosb.dcwDp.,aBaemenutos,usl”aoklai”atorhtaa“ssr“eobtsnawwheTicnsoBnol’epsta?uwdi,haatpeudsseaa”h”ytestmeihrtsteonr’ietraTydayeshsdsmtdsafe.ieentiIke.temasar,drdthTsnithpDeikp.oedyeadgmnHhladoneaFmdydvt,ieoatatrd.r“rsedhdtt.cn,DotHhaauyeIohkektoD“emernrayseeAswhrSoert’oaewcurenihyhoritvnaus,aistpy.titestoae”inntpnswoc’htncnddhOeadl“ahy’hkItasehplailD.tyhyteeaBttsrld,no.iitdtnirahw,oonh“assadas”aeo’mbLeGawnncflebntmeayo’veyepkakOmedhatbetueohemehsugoobnltinaodtdtirunaeygoeotbte,nlaamlsnwo”wu’oeey.wroeFutasotsecl.ie,natrrs”dlsaeoict“cgoeaitsafiamahVwli.dcwd.dnoisele”heaskoedrfetltriantOlaOtwrshylveafhhhDhmskooteei.-tnetooeenmmhunbdarfarfoeabnhlgH.,.,oao—twttu”feoeatrphhiooToyhafewwilrodetbobyurohnedtredoe,lurtsaegiugdldde.mprknnday”eisgueaemng,aaneysosnruotmniinetttcsweDzedtnsw—mhhuoegiweewpfrdtdt.tnianhoehohiohanstBarrathdeIr.ertihinhhrtr’shdny’sciaiosheI,htteeosbmwfaneirrtpo.itgt.alnk”hssun”oteundtnoitgpihddeoouos.naehnwtgnhrgybaOt.delhaty”v.heytrdohtea’sonaaaHsl.ptf.vgiuo”ewasowwltnolniilb’omonetsertwn?aahhden”enmeca.testkoia.hhmInnaie-dsn
swrahimSi“e“““Oe“TtvT“dYOWBlLheeChelhkebeesnaadpkuaattlt,otnts’P”slnwsdstrhalonlwaisonioedusamratudodstestedlkuehe.eidOnsdetdSnldltwLh,vkbeioashato”erepktntehonwperdrkestoeapebeean.dtloesudcieceutpndtaa“hnredhrlaHteaerelSibiydbfdlmekvya.moto”.’eenaycerdTndaskrHeiternti.adapdtasotgldguhwheo“ylsteaayeidB.lhycoi”nuWecaPurgtaadfotr?,lrmi””qttnoopAuueeulumssahalritmiserclstbaskerhaenpesetywfredha.hatgdoiceseouOpdrmrnylapi.ckewmnath.tdaeorhihyterso.saiyucttrticeonensasleghs.ubl?or.s”wwIipetenAedlgclptf,ua.etrpwhakeneasddbep,otcauhaortennaydddasenhT.eelhadAaddoteyuecdrrogudoatptoghlwoeeon.u”tbtt,lhweaoccaskmrt-erranyeniedhnt-u.grt-he

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197

Hunting is not a sport.
In a sport, both sides should know they’re in the game.

Paul Rodriguez

For a pack of werewolves to hunt, it must have prey. Often, The Pure Tribes reject the creed of the Forsaken and their
the half-seen faces in the shadows are the Uratha themselves, bonds with Luna. Their reasons are many — some yearn for a
stalking human prey. Other times, those half-hidden forms return of the hunter’s paradise of Pangaea and blame the War-
belong to less-salubrious creatures. den Moon and the Forsakens’ forebears for its fall, while others
refuse to believe that the Shadow must be kept in balance and
Werewolves form packs to hunt things far more pow- see the Hisil as their true heritage. This rift between the Pure
erful than they are — immense spirits of entire buildings or and the Forsaken is no mere family squabble — it is a bloody
even cities, shartha that would be the Plague King, or human and brutal conflict, a guerrilla war that has been chewing up
institutions that have no throat to cut and no body to kill. werewolves and spitting out their broken remains for millennia.

Out in the darkness, once kept prisoner by the Moon, lurk The Pure of the Fire-Touched — the Izidakh — are mad-
things that even the Uratha do not know how to hunt. These eyed zealots filled with fervor and faith, the disciples of Rabid
Moon-Banished creatures, the idigam, are spirits of concepts that Wolf. They are creatures of the Shadow, serving as prophets
do not exist, forced into a life of perpetual change just to exist. and priests for that otherworldly realm, and they choose as
their sacred prey those who they see as dishonoring and dis-
Each idigam is unique, shaped by its nature and by the respecting it. The Fire-Touched see the Forsaken as deluded
anchor that gives it a point of stability in the world. Each betrayers, but believe that some can be saved – if they would
idigam hates Father Wolf for imprisoning it on a lifeless rock. only listen to the feverish words of Fire-Touched preachers.
Each idigam is quite content to take that frustration out on
his bastard children. Those who would hunt the Fire-Touched must deal with
their incredible armory of rites and esoteric Shadow lore — the
WEREWOLVES high priests and templars of the tribe can warp the Shadow
and break its laws with ease. They are extremely numerous,
We are the unsullied. and adherents often wield spiritual magics of disease and
We are the inheritors. madness that they will not hesitate to use against the Forsaken
and their allies. Worst of all are the insistent promises and
We are the Pure. persuasive offers of salvation; the Fire-Touched want to talk,
and they wield words as adeptly as any weapon.
The Pure scout’s fast, I’ll give him that. I’m faster. He can’t shake
me, no matter how the gray-furred shadow jinks and dives amidst the The Ivory Claws, called Tzuumfin in the First Tongue,
moonlit alleys. He hits a dead end — no, wait, he’s through a door with are the devotees of Silver Wolf and are obsessed with purity
a shiver of shifting shape and a cloud of wooden splinters. I’m on his of lineage. They believe that the heritage of Father Wolf lies
tail, into the dingy confines and confident I have him cornered and in the blood, and from that they might build a new Pangaea.
then I smell the fur and the blood and see the eyes glinting all around… Through immaculate records of descent and inheritance,
the Ivory Claws track the ebb and flow of all manner of
No prey is more dangerous for the Uratha to hunt than supernatural taint through the human population, and cull
their own reflection — another werewolf. They have the same and prune where they see fit. Those who do not honor their
strength, resilience, and spiritual prowess, the same tight bonds lineage are the sacred prey of the tribe — which, by most Ivory
of pack and totem. The Forsaken may clash with other Urdaga Claw definitions, includes all of the Forsaken.
and Ghost Wolves over territory or spiritual resources, over
grudges and contrary schemes, but it is the Pure who provide
their greatest foes.

Werewolves

Chapter Five: Prey

To hunt the Ivory Claws is to hunt a wealthy foe that The Pure have a number of strengths and weaknesses
wields humanity as a weapon, drawing on human resources that differentiate them from Forsaken and Ghost Wolves:
and organizations to fight the Forsaken by proxy. The tribe
aggressively hunts for nuzusul and Wolf-Blooded in Forsaken • The Pure reject Luna’s blessing, and do not have an
territory, tearing such prizes away from the grasp of the Urdaga. auspice or Moon Gifts.
Worse, Silver Wolf’s followers are masters of pain and blood,
using elaborate rituals to tap into the full potential of the • The Pure have stronger ties with the Shadow and its
Great Wolf’s inheritance. Some claim that the Ivory Claws denizens through worship and pacts. Pure start with an
practice cannibalism like Hosts, consuming the Essence of additional Shadow Gift to replace the Moon Gift they
other Uratha for power. Their tapestry of bloodlines aims to lose, and all Pure gain a bonus dot in the Totem merit.
cultivate a new, superior Uratha species through breeding a
messianic figure. • Pure werewolves suffer a greater reaction to silver than
Forsaken do. Simply touching silver deals one point of
Even amongst the Pure, the Predator Kings — the Nin- bashing damage per turn and, under nights of the full
na Farakh — are a byword for brute force and savagery. The moon, this is increased to one point of lethal damage.
worshippers of Dire Wolf care only for the Hunt, and see
the efforts of humanity to tame and master the world as a As enemies and prey, Pure packs tend to have powerful
direct affront to the once-and-future paradise of Pangaea. The totems and unusual spiritual powers at their behest. Forsaken
Predator Kings choose those who fail to appropriately honor hunters can expect to face spiritual enemies at the side of
the hunt as their sacred prey; they judge modern humanity the Pure; disease spirits crippling human allies, pain spirits
as guilty, and the Forsaken too. unleashing debilitating agony during battles, and spirits of
rage trying to goad the Forsaken into Kuruth on their own
How does one hunt a monarch of predators? The Predator territory. The addition of rites and fetishes gives the Pure a
Kings practice unrivalled physical brutality but they are canny huge toolbox with which to strike at the Forsaken.
foes who can surprise would-be hunters on a number of levels.
The Predator King message — surrender to the predator within, FIRE-TOUCHED TRUTH-SPEAKER
free yourself from all burdens but the hunt — is an attractive
one that has swayed many a Forsaken to the other side. The “The truth I speak purifies your mind. The fire I wield purifies
tribe’s detachment from matters of civilization leaves them your flesh.”
unbridled in the savagery of their attacks against human allies
and resources that a pack might depend on. Strangest of all are Background: The Truth-Speaker is a missionary of sorts,
the stories that the Predator Kings just might be right about a Fire-Touched preacher on the front line against the Forsaken.
Pangaea; that their Sacred Hunts can change the relationship She seeks out those amongst the Urdaga whom she believes
between Flesh and Shadow. she can sway to the cause, and offers them a chance to hear
the truth. She goes after the downtrodden, the dispossessed,
The Pure know rites that can tear the very auspice from a For- the outsiders, and anyone in whom she can see weakness and
saken’s soul. It’s bad enough when they coax converts to their cause, doubt. Where words fail, she brings the rather more direct
but they’ll happily use torture and madness to twist captives into purification of fire and pain and blood.
“willing” subjects too. I’ve heard a rumor, though, that those severed
auspices don’t just vanish. No, the Pure lock them away in hidden Description: The Truth-Speaker slips easily into the sheep’s
vaults around the world, whole galleries filled with bottles and jars clothing of human garb, fitting into whatever environment in
of dancing moonlight. They’re slowly bleeding Luna dry. One day which she finds herself. Underneath such a false skin are the
they’ll bring the moon down. signs of her true piety; tattoos of Rabid Wolf, seared burn-marks
of purification, savage scars earned beneath Forsaken claws.
“Pure,” eh? They claim we’re all sullied by the sins of our fore- She’s lean, confident, powerful, and proud. She never lies, and
fathers and our veneration of Luna, whereas they’re without guilt. has absolute certainty in every statement she speaks.
The first Pure weren’t just sitting on their hands when our own an-
cestors were shouldering the burden of duty and bringing down the Storytelling Hints: She talks first, and always tries to
Great Wolf, though. Let me tell you, those vultures were off looting negotiate because it’s a chance to spread Fire-Touched gospel
the den of their parent. Even today, Pure packs still guard what to the unbelievers. The offer the Truth-Speaker makes is
they stole — reliquaries and shrines filled with ancient trophies. a simple one: join the Pure, set aside Luna’s madness, and
embrace the Shadow. Purify the self, set aside sin, and serve
They have their tribal oaths just like we do, and it’s a weak- the tribe so that when you die you pass to Taga Dan, the
ness worth exploiting. The Fire-Touched can never knowingly lie, so Paradise of the Hunt. Pain, suffering, and disease are tests in
trick and mislead them with false information. The Ivory Claws the now, but the reward lies in the hereafter. Still, those who
cannot call an “impure” Uratha their brother, so set rumors going reject the teachings find that the Truth-Speaker is no coward.
that their allies come from Forsaken bloodlines and watch the rifts Better, after all, to pray for the souls of the dead than let them
open up. The Predator Kings can’t use the fruits of human labor, continue to live in sin.
which puts them on the back foot already, but you can tighten the
screws further — chase or lure them into human buildings, that sort Tribe: Fire-Touched
of thing. Make them choose — break their oath or suffer.
Attributes: Intelligence 3, Wits 3, Resolve 4, Strength 3
(4/6/6/3), Dexterity 2 (2/3/4/4), Stamina 3 (4/6/5/4),
Presence 4, Manipulation 4 (3/4/3/3), Composure 3

198

199

Skills: Academics 3, Investigation 2, Medicine 2, Occult 4, Athlet-
ics 2, Brawl 3, Survival 2, Empathy 4, Expression 3, Intimidation 2,
Persuasion 3

Merits: Allies (Fire Spirits) 3, Call Out 2, Favored Form (Urshul) 1,
Iron Stamina 2, Iron Will 2, Living Weapon (Urshul) 3, Sympathetic
2, Totem 4

Primal Urge: 4

Willpower: 7

Harmony: 6

Essence: 13

Health: 8 (10/12/11/8)

Initiative: 5 (5/6/7/7)

Defense: 4 (4/5/5/5)

Speed: 10 (11/14/17/15)

Renown: Cunning 2, Honor 2, Purity 3, Wisdom 3

Gifts: (Dominance) Primal Allure, Lay Low the Challenger, Snarl
of the Predator, Lead the Lesser Pack; (Elemental) Tongue of Flame;
(Insight) Prey on Weakness, Scent of Taint, One Step Ahead; (Knowl-
edge) Know Thy Prey; (Weather) Hunt of Fire and Ice

IVORY CLAW BLOOD-HUNT ER

“If you will not accept the purity of the blood in your veins, then you are not
worthy of it. I shall take it from you.”

Background: The Blood-Hunter is a tracker of the most rarefied
prey — werewolves of potent lineage, those with the blood of the
Great Wolf flowing strongly within them. Before his hunts, he
consults with the record-keepers and analysts of the tribe. They
provide the prey; it’s up to the Blood-Hunter to bring them in
— or bring them down. He roves far from his pack, stalking and
watching prey. He assesses and measures. Those found worthy
must submit to their designated place in the Ivory Claws’ great tapestry of bloodlines.
He severs the threads of those found wanting.

Description: He’s a veteran with years of experience fighting
werewolves, operating alone and skulking in the shadows. The
Blood-Hunter is good at concealing himself amongst the herd,
but his independence and solitary nature have strained his
Harmony. He looks wild-eyed and disheveled unless he’s
been back to his pack recently and they’ve made sure he
looks presentable. His body is a commemoration of the
Uratha he’s killed and the blood he’s tasted; matted ritual
scars show he’s scythed through a tapestry of werewolf
lives, each frayed thread a Forsaken or Ghost Wolf
dead by his hands.


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