Appendix One: Wolf-Blooded
friendly and knowledgeable spirit can turn bad for a werewolf T ELLS
quickly. Calmer, more grounded Wolf-Blooded can excel in A Wolf-Blooded is a Wolf-Blooded because of her Tell.
this hunting technique, becoming experts in their quarry. It is what separates her from the mundane — no matter how
Because they have more of a chance to live in the mundane mundane her upbringing and life may be. It separates her,
world, they may also be able to come up with research avenues and while it doesn’t reveal her nature in any detail, it is often
that a werewolf wouldn’t think of, or know how to manage. enough to make humans suspicious. It alienates and isolates.
Capture: Killing is, in many ways, either the “easy path” But these Tells always come with some kind of benefit.
for the hunt, or an actual impossibility for the Wolf-Blooded. It may not seem like a benefit to the Wolf-Blooded, who may
In either case, it’s less than ideal for a Wolf-Blooded to kill. suffer for her gifts, but they are gifts none the less. The Boon
Killing brings attention. Sometimes, it’s a pride thing for of each Tell is listed below its description.
Wolf-Blooded. Bringing a dead rabbit to the human master
is a thing broken house pets do. Bringing a live bird in for A WOLF’S MEAT
pets to hunt is the mark of a superior hunter, and a gesture
of nurturing. It establishes an interesting dynamic between The Wolf-Blooded is vulnerable to silver. She suffers
werewolf and Wolf-Blooded. More practically, of course, aggravated damage from silver just as a werewolf does. Silver
there are some things that werewolves can handle better also blocks any regeneration just as it would to a werewolf.
than Wolf-Blooded. Capturing instead of killing grants the Furthermore, she breaks out in itchy red rashes if she comes
werewolves of the pack a chance to deal with the threat when in physical contact with silver.
they can manage it. Any werewolf knows, though, in many
cases, capturing and holding a thing is actually harder than Boon: The Wolf-Blooded’s meat is different, more like
outright killing, and that’s why capture by Wolf-Blooded is her stronger cousins. She regenerates just like a werewolf with
highly regarded among the People even though it’s dangerous. Primal Urge 1. The Wolf-Blooded can spend a Willpower
point to heal lethal damage.
CREAT ING
WOLF-BLOODE D ANGER ISSUES
Character creation for Wolf-Blooded follows the rules in Plenty of Wolf-Blooded have bad tempers. For this
Making Monsters section of this book (p. 81) except where noted. Wolf-Blooded, that temper isn’t just a problem, it’s potentially
deadly. This Wolf-Blooded has a specific Kuruth trigger. She
Virtue and Vice: Wolf-Blooded characters, being mostly can remain in Wasu-Im for 15 minutes, but spends the same
human, must select a Virtue and a Vice as per the character duration in Basu-Im.
creation rules in The World of Darkness Rulebook or The
God-Machine Chronicle. Boon: The Wolf-Blooded takes Dalu form in both stages
of Kuruth, and has all the benefits of that form, including
Integrity: Wolf-Blooded characters do not have Harmony. heightened traits and regeneration.
Instead, they use the Integrity trait detailed in The World of
Darkness Rulebook or The God-Machine Chronicle. BIT E
Tells: Each Wolf-Blooded may select one Tell to start. The Wolf-Blooded has a thick jaw. When she’s described,
Characters may purchase the Tell Merit to start with additional people use words like “square” and “brick” and probably
Tells. Having a Tell is what, essentially, makes a Wolf-Blooded “tough” even if she’s otherwise not much of a brawler. She
a Wolf-Blooded. looks like she can take it on the chin. Her teeth are remarkably
white, strong, and sharp.
Wolf-Blooded Merits: Wolf-Blooded can select any Mer-
its they have the prerequisites for, including the new Merits Any attempt to be underestimated or appear innocent
presented here. are penalized. The Wolf-Blooded suffers a –3 penalty on any
such roll.
CHANGES
Sometimes within the course of a chronicle, a Wolf-Blood- Boon: Her teeth aren’t just sharp, they’re dangerously sharp.
ed character may change her core nature. She may experience And by way of that unusual biology, she can distend her jaw
the First Change, be ghouled or Embraced by a vampire, be and deliver a devastating bite to anything or anyone she can
drawn into the Hedge, or even Awaken as a Mage, should the get her mouth around. Not only can she perform a bite attack
story benefit from those changes. In any of these cases, the without grappling, she deals +1 lethal damage when she succeeds.
Storyteller may require the character lose any Wolf-Blooded
Merit she has to reflect her disconnect from Father Wolf and BITT EN
Luna. In this case, consult the Sanctity of Merits rules on p.
105. Unless she goes through the First Change, a Wolf-Blood- Whether the cause or the result of being a Wolf-Blooded,
ed character retains her Tell if she becomes another kind of a werewolf has bitten the character. The events that lead up
supernatural creature. to the bite could have come up in a thousand ways, but in
the end, it has left the Wolf-Blooded with a terrible, unnatu-
ral scar at the site of the bite that’s never quite healed right.
Werewolves and other creatures that can track by scent have
a +3 bonus to follow her.
Boon: The blood that slowly leaks from the bite wound
creates visions when tasted by anyone. The vision grants the
300
character knowledge of where to find the body of the nearest 301
and most recent victim of a werewolf attack in the area. If no one
has died in the area, it will instead reveal living victims of attack. Boon: Once per scene, engaging with the Wolf-Blooded
in any physically exhausting activity (so long as skin to skin
CLEVER FINGERS touching happens between Wolf-Blooded and the other char-
acter) has a euphoric quality for both. This can be anything
There’s something strange about the Wolf-Blood’s hands. from willing sexual contact to a rough game of basketball. The
Her fingers are too long, her index finger is longer than her moment that sweat is exchanged, both characters gain a point
middle, they are all the same length, or they are unusually of Willpower.
jointed. Whatever the manifestation, her hands twitch and
move strangely. They flitter about when the Wolf-Blooded However, the scent and feeling is addictive. The next time
talks, and fold in odd ways when the character can manage the character who isn’t the Wolf-Blooded can share the same
to keep them still. experience, no matter how inconvenient it might be, they
must, or lose a point of Willpower until the Wolf-Blooded
Boon: Something about the way those fingers move, again willingly engages in the activity.
and the general postures and movement common to these
Wolf-Blooded, make her naturally beneficial to have around FAM ILIAR
during a ritual. The Wolf-Blooded can perform natural mu-
dras. Rituals just go smoother when she’s involved. When The Wolf-Blooded is never alone for long. Be it a spirit or
working a ritual, she uses the Advanced Action mechanic an animal, the Wolf-Blooded is always followed by a familiar
(p. 162). This includes rituals she leads, and rituals where creature she did not invite into her life. Each time the famil-
she supports another. iar is hurt, the Wolf-Blooded takes the first point of damage
instead of the familiar.
DEVIL INSIDE
Boon: The familiar is a smart example of its type,
The Wolf-Blooded has an edge of evil about him. He but doesn’t exhibit unnatural intelligence. It is loyal to the
isn’t inherently demonic, satanic, or even evil, but others Wolf-Blooded. If a spirit, the familiar is a Hursih (p. 183). If
perceive him that way. He may have strange birthmarks, a an animal, it can be anything up to the size of a small dog. It’s
single eyebrow, or other classic signs of demonic affiliation, not hostile to the Wolf-Blooded, but doesn’t always help her.
but he’s really just a Wolf-Blooded. When the Wolf-Blooded takes damage, the first point is instead
dealt to the familiar — unless that would kill the creature.
Boon: Just as Wolf-Blooded influenced the mythology
that rose up around werewolves, the mythology that’s risen FUCK UGLY
up around werewolves has, on occasion, affected the Tells of
Wolf-Blooded. The Wolf-Blooded’s arms are too long. She’s hairy,
though the hair might be well groomed or particularly soft,
In this case, in specific, exposure to prominent reli- healthy, and silky. She’s hunched and has an overbite. Her
gious iconography when it’s presented forcefully to or at the brow grows together. She has fangs instead of teeth. The end
Wolf-Blooded causes him to shift into a Dalu form. He remains result is, she’s in no way attractive or appealing, and tends
in Dalu until he leaves the scene, and enjoys the physical to put people off if they only have a surface interaction with
benefits granted. Brandishing crosses or even offering the her. Any first impression roll made by the character doesn’t
Wolf-Blooded a religious pamphlet is enough. benefit from 10-again.
EVIL EYE Boon: There is something tragic in the Wolf-Blooded’s
condition, and that point of sympathy can go a long way for
One of the Wolf-Blooded’s eyes is different — it may be the character if people look past the surface. As a result, any
red, white, or pale blue, but it stands out as not normal in time after the first meeting, the Wolf-Blooded can spend a
the character’s face. She can try to hide it or conceal it, but Willpower point to add another character’s Empathy score to
that’s always awkward with eyes. any social action against that character.
Boon: Just like the legends say, the Evil Eye can produce H ORSE
something like a curse if the Wolf-Blooded stares at someone.
Determine a specific action. Spend a point of Willpower and The Wolf-Blooded often hears the whispers of spirits,
roll Manipulation + Occult. The victim can resist with Resolve and can invite them to speak through her. If she does so, she
+ Primal Urge. If successful, the next time the victim engages suffers from the spirit’s ban either from dusk to dawn of that
in that action, it’s automatically a dramatic failure, though the day, or dawn to dusk.
victim receives a Beat. Successive uses of the Evil Eye on a given
character suffer a cumulative –1 penalty. Boon: The Wolf-Blooded can invite spirits in Twilight to
speak through her. Doing so is not possession, and does not
EXCIT ING give the spirit a chance to Fetter to her. She can also become
Resonant or Open to a particular spirit. No roll is necessary,
The Wolf-Blooded gives off a sort of invigorating scent only a willingness on the part of the Wolf-Blooded and an
when he sweats that is as compelling as it addictive. The interest on the part of the spirit.
character is often physically attractive, but these two things
are not necessarily synonymous. H OST-AC H E
Sometimes, the Wolf-Blooded just aches. Her head hurts, her
stomach throbs, or she experiences cramps. Nose bleeds are com-
Tells
Appendix One: Wolf-Blooded
mon, as is spontaneous menstruation. There’s nothing random M ARKER
about the aches and pains, though — they are in direct relation to
the presence of Hosts. For some reason, the Wolf-Blooded is un- There’s something about the Wolf-Blooded’s secretions
usually sensitive to the existence of the shartha, and her pain grows that are unique to him. He leaves his mark, literally, through
increasingly uncomfortable the closer she gets to the alien presence. sweat, tears, blood, or other bodily fluids. A sweaty handprint
can leave an impression on even human senses. Stronger
Boon: The Wolf-Blooded needs no roll to sense Hosts. If secretions leave a stronger impression.
a Host is within 10 miles, the ache begins and may confer a
–2 to Composure rolls. Using the pain to “track” the Host is Boon: The Wolf-Blooded can “mark” any area that she
possible, but requires Stamina + Survival rolls in place of the has access to via the Safe Place Merit. Anyone entering that
usual tracking rolls. Failed rolls can be turned into dramatic area may make a Resolve + Composure roll as a reflexive
failures if the player wishes, in which case the Wolf-Blooded action in order to enter the marked area. On a success, they
suffers actual damage in proportion to the strength of the become aware this area “belongs” to the Wolf-Blooded; if they
Host she’s tracking. fail, they suffer the Demoralized condition. Furthermore, if
the owner of a Safe Place Merit in the area fails to contest the
LIAR’S SKIN “mark” for a month, it causes them to temporarily lose one
dot of the Safe Place Merit.
Slashing the Wolf-Blooded’s skin does not reveal tissue
or bone, but thick fur. He’ll still bleed, but the blood will MOON MARKED
spill over matted wolf fur that smells strongly of the woods
and fresh raw meat. Anyone seeing the fur beneath the flesh The Wolf-Blooded has a tattoo-like birthmark somewhere
suffers Lunacy as though seeing a werewolf’s Urshul form. on his body that is visible only when a certain moon-phase
is in the sky. It’s usually in a place that’s hard to hide, or else
Boon: The additional layer of flesh gives the Wolf-Blood- the character feels very uncomfortable covering the mark,
ed 1/1 armor at all times.
302
and must spend a point of Willpower to hide it when the SHADOW T WIN 303
corresponding moon is in the sky.
You should have been a t win, but your t win
Boon: When the Mark is visible because it’s corresponding didn’t make it to birth. Instead, she went to the Shad-
moon is in the sky, the Wolf-Blooded can inflict that auspice’s ow and grew up there. You have a deep connection.
Hunter’s Aspect on a victim. Boon:Atalocus,youandshemayswitchplaces,allowingyoutoReach.
PHANTOM PACK Of course, she is your twin, with her own will and her
own mind. She prefers her life in the Shadow, and she may
The Wolf-Blooded belongs to a pack that exists only for not always be happy about the exchange.
her. A pack of phantom wolves, possibly spirits or ghosts,
lurk at her periphery at all times. They won’t invade human SKINNER
space and so won’t appear in her classes or workplace, but
they’ll make their presence known with howls and glinting The Wolf-Blooded’s skin is unusually thin and pink and
eyes through a window even if she’s inside. has a shine to it at all times. It almost looks like the top layers
of his dermis never grew in, or like he’s been skinned. His skin
Boon: A Wolf-Blooded with a Phantom Pack is never weeps fluid even when it’s covered up by makeup or clothes.
really alone. She gets a +2 to any rolls to resist fear, and she
can purchase the Pack Dynamics Merit (see p. 107) but does Boon: The Wolf-Blooded’s skin can accept the skin of others
not suffer the drawbacks. easily and readily. If the Wolf-Blooded has the skin of another
human being of roughly the same height and weight, he can
PIERCING EYES attach that skin to his own body and take on the appearance
of the person to whom the skin once belonged. The false skin
The characters eyes, literally, pierce the Twilight. She has confers no supernatural ability to mimic the previous owner
unusually colored, uncommonly vibrant eyes that catch the of the skin. This skin lasts as long as the Wolf-Blooded keeps
light in the way a wolf’s might at night. They are difficult to it on, but falls apart when he takes it off.
conceal, and the shine happens even if she’s wearing contact
lenses. She can see things that normal people think aren’t SPIRIT DOUBLE
there, and can’t stop seeing them.
When under stress, or frustration — or sometimes just at
Boon: Her eyes see through to the other side. She can random — the Wolf-Blooded doesn’t sleep. Instead, her spirit
perceive all manner of Twilight creatures. Ghosts, spirits, and leaves her body and runs around causing mischief and violence,
angels are as clearly visible to her as other human beings are as if her id were in control. Her spirit runs wild any time the
to everyone else. She cannot deactivate this ability. character falls asleep with half of her total Willpower or less. In
the morning, she’s sore and achy, but often fulfilled. She wakes
SECOND SKIN with only fuzzy memories of what she’s done the night before.
The Wolf-Blooded was born with the pelt of a wolf. Not Boon: While the character is bodiless, she is driven by
attached to her, but a living skin that rushed from her mother her Vice. She can interact with the world like a normal per-
at the same time as the Wolf-Blooded. It breathes, in a way, has a son, but is actually disembodied. Any physical damage to her
sort of heartbeat, and is clearly alive. It doesn’t think, but it does doesn’t hurt her, it simply discorporates her spirit, sending it
feel, and the Wolf-Blooded has a sense for its feelings. They’re back to her sleeping body. While in this state, fulfilling her
connected on a deep level, and the Wolf-Blooded cares for the Vice grants her two points of Willpower instead of one, and
pelt. She will feed it and keep it safe, and every week she must let it fulfilling her Virtue grants her nothing.
run. If she wears the pelt once a week, she’s fine. If seven days have
passed and she has not run with her pelt, she must roll Resolve STRONG SCENT
+ Composure when in a stressful situation, with a cumulative
–1 to the roll for every week that’s passed. If she fails, she must The Wolf-Blooded has a noticeable scent about her. It’s
flee the scene, running back to her pelt so she can let it loose. unmistakable and unmistakably her. It’s not a bad smell, just
a potent one that allows even the human nose to identify her
Boon: When the Wolf-Blooded puts her sibling pelt on by scent alone.
her bare skin, she transforms into Urhan form. She has all
of the benefits of that form, including enhanced traits and Boon: The Wolf-Blooded isn’t the center of attention
regeneration like a werewolf. As long as she has her pelt, she because of her healthy scent, but people are aware of her. As
can transform at any time. a result, any attempt to notice anything about her other than
her scent and that her presence in the scene has a –2 modifier.
SHAPE-SHIFT ED She could be lying, stealing, or cheating, but no one is paying
attention to that.
The full moon controls the Wolf-Blooded’s body just like
in the old myths. For the night before, of, and following the THIRD NIPPLE
full moon, at night, the Wolf-Blooded goes through a painful
transformation and takes an Urshul form. She can’t resist the In the Dark Ages, they might have called it a witch’s
transformation. It simply happens at twilight, and ends at dawn. teat, while modern medicine would just call it vestigial. The
Wolf-Blooded has a third nipple somewhere on his chest. Some-
Boon: While in Urshul, the Wolf-Blooded enjoys all the times, the nipple weeps milk or blood. The Wolf-Blooded, like
benefits of the form including enhanced traits and regenera- witches of old, can use his extra nipple to feed spirits, which
tion; she also causes Lunacy like a werewolf. might have given rise to the image of a familiar in the old days.
Tells
Appendix One: Wolf-Blooded
Boon: By spending a point of Willpower and suffering ed. While it would be suicide to track and attack the Pure,
a point of bashing damage, he may leak a point of Essence. they have an affinity for silver, which is the Pure’s true bane.
Characters with this Merit have the 8-again quality any time
T ONGUE S they’re crafting or wielding silver weapons.
Sometimes strange, profane, and alien words fall out KAMDUIS-UR’S BLOOD (••)
of the Wolf-Blooded’s mouth instead of the language she’s
trying to speak. Anytime a character fails a roll that involves Prerequisites: Wolf-Blooded
speaking or singing, he can turn it into a dramatic failure.
He takes a Beat and suffers the results of stumbling mutters Effect: In their blood, those Wolf-Blooded of Kamduis-Ur’s
accidentally said in the language of the Shadow. To humans, brood know how to trap ghosts. The rites, rituals, and super-
it sounds horrific and impossible. To werewolves and spirits, it stitions they know vary from Wolf-Blooded to Wolf-Blooded.
seems impossible that a human mouth could form the words The end result is that the Wolf-Blooded can create a mark or
that the Wolf-Blooded just has. sigil that traps a ghost and holds it in place until something
can be done with the restless dead. Roll Intelligence + Occult
Boon: The Wolf-Blooded can force herself to speak in as an instant action to create a trap tuned to a specific ghost.
tongues. By spending a point of Willpower, she can speak in A successful roll means the ghost is trapped within the seal
the First Tongue for the rest of the scene. for a number of hours equal to the successes rolled.
WAYST ONE HIKAON-UR’S BLOOD (••)
The Wolf-Blooded is a sort of vortex where the line between Prerequisites: Wolf-Blooded
Flesh and Spirit is weak. Spirits and creatures of flesh that seek
the Twilight tend to be drawn to the Wolf-Blooded unconsciously. Effect: The Wolf-Blooded of Hikaon’s line can see in the
dark. They suffer no penalties for operating in total darkness.
Boon: The Wolf-Blooded is a one-dot locus for the pur- Furthermore, if they are denied any sense, they get a +2 bonus
poses of spirits and others Reaching across to the opposite to rolls involving any of their other senses. Sometimes, a pack
side. She can shut off the hole she creates by her existence, will have Hunter in Darkness Wolf-Blooded patrol their terri-
but doing so requires concentration and opens her up to tory with ear plugs or a nose-clip to benefit from this blessing.
possession by giving her the Open Condition.
SAGRIM-UR’S BLOOD (••)
WOLF SIGN
Prerequisites: Wolf-Blooded
It isn’t the Wolf-Blood’s doing, but whenever he stays in
a place for too long, signs of wolves and wolf activities appear Effect: The curiosity and inventiveness of Wolf-Blooded
over time. Tracks, scat, leaves, and dead rabbits appear any place affiliated to the Iron Masters has no rival. Thus, the territories
he stays for more than a few hours. Any naturalist looking at of these Wolf-Blooded packs are some of the most dangerous
his apartment would think he’s housing a pack of wolves, no places on Earth. Using technology and her familiarity with
matter how impossible that might be. systems to her advantage, the character adds her Safe Place
Merit to any rolls to craft traps and security measures with
Boon: Aside from causing the Wolf-Blooded to need to the Crafts or Computer Skills, and has 8-again on those rolls.
learn a great deal about cleaning mud out of carpets, he’s im-
possible to track by scent. The wolves — that don’t exist — have SKOLIS-UR’S BLOOD (••)
no consistent smell, but whatever they leave behind can baffle
the scent of anyone trying to find the Wolf-Blooded specifically. Prerequisites: Wolf-Blooded
MERIT S Effect: Grandchildren of Skolis with this Merit cannot be
These Merits are available to Wolf-Blooded characters. subject to the Urged Condition. Furthermore, no supernatural
ability can force them to show weakness, though they may be
TRIBAL driven to fail or die. Up to the moment of death, they appear
AFFILIAT E MERIT S strong, vital, and enduring.
Some Wolf-Blooded can track their linage down through GHOST CHILD (••)
werewolf families, even for generations. Patterns emerge, and it
isn’t uncommon for a Wolf-Blooded who comes from a strong Prerequisites: Wolf-Blooded
tribal background show to affiliation for that tribe in deep,
organic ways. That said, sometimes, a Wolf-Blooded will have Effect: Some Wolf-Blooded aren’t just unaffiliated, but
a tribal affinity that follows no pattern, or a generations-deep straight up resist any tie or bind to a Firstborn’s family line.
Wolf-Blooded will show no sign of her heritage. In these rare cases, the Wolf-Blooded can show intense com-
mitment to the pack, but little else. They excel at resisting
FENRIS-UR’S BLOOD (••) commitment. Any Skills they have at one to three dots gain
the 9-again quality. Any Skills they have at four or five dots
Prerequisites: Wolf-Blooded lose the 10-again quality. They excel at being noncommittal.
Effect: Those Wolf-Blooded who share distant ties to’ the MOON BIRTH MERIT S
brood of Fenris-Ur crave the hunt like no other Wolf-Blood- On those Wolf-Blooded with strong ties to Luna, he leaves
her mark. Many packs pay careful attention to the moon under
which a new child in the pack is born, just in case.
304
CRESCENT MOON’S BIRTH (••) 305
Prerequisites: Wolf-Blooded be direct from a pack leader or specifically assigned by the
Wolf-Blooded’s parental figure.
Effect: Wolf-Blooded born under the crescent moon
with this Merit are the left hand of the fetish-crafter. Any WOLF-BLOODED MERIT S
fetish they’re involved in crafting gains +3 Durability and These Merits are available to Wolf-Blooded, and poten-
+3 Structure. tially to human characters should the Storyteller see it as
fitting to the story.
FULL MOON’S BIRTH (••)
PACK BOND (• OR •••)
Prerequisites: Wolf-Blooded
Prerequisites: Wolf-Blooded
Effect: Without a full understanding of what it is to be
a werewolf, full-moon-born Wolf-Blooded will never be the Effect: Wolf-Blooded belong in packs, it’s a natural pull.
tacticians the Rahu are. And yet, a Wolf-Blooded with this However, how strongly they bond with the pack depends on
Merit can manage and lead the rest of the pack in times when their investment in serving the pack and the territory.
the Uratha are gone or otherwise occupied. Once per scene,
when making a coordinated action that was planned in ad- Wolf-Blooded with one dot in this Merit are treated with
vance, spend a point of Willpower and an instant action. A the same level of respect as important Storyteller-character
number of characters equal to your character’s Presence can Wolf-Blooded, such as those created during Pack Creation
benefit from the +3 bonus from the Willpower expenditure, (p. 90). They may purchase one dot of the Totem Merit and
as well as the 8-again quality. Your character does not gain enjoy all the benefits of it.
dice from Willpower as normal.
Wolf-Blooded characters with three dots in this Merit have
GIB BOUS MOON’S BIRTH (••) proven themselves to the pack, or otherwise gain a natural
respect from their Uratha cousins, and are a natural part of
Prerequisites: Wolf-Blooded the hunting party. These respected and vital members of the
pack can purchase up to five dots in the Totem Merit.
Effect: Those Wolf-Blooded born under the gibbous
moon aren’t the natural lore masters that the Cahalith are, RAISED BY WOLVES (•)
but they index and organize stories like the spirit of the Library
of Alexandria. Select a Mental Skill. She gains 8-again on all Prerequisites: Wolf-Blooded
rolls involving that Skill, and any extended actions with that
Skill takes only half the normal amount of time. Effect: The character grew up in a pack, not an outsider
alone and unaware of what he was. That sense of belonging
HALF MOON’S BIRTH (••) went a long way to ease the character’s internal horror over
what he was, but added a new level of stress. The Wolf-Blood-
Prerequisites: Wolf-Blooded, Safe Place • ed has an exact idea of what werewolves are, how dangerous
the spirit world is, and how the mundane world is a lie. The
Effect: A Wolf-Blooded born under a half moon has a Wolf-Blooded character does not need to succeed at Com-
wide view of his pack and especially its territory. The wide posure, Stamina, or Resolve rolls to withstand the mystical
view means that the territory is just a chess board for him, and or biologically strange. This accounts for both physical and
his pack half the pieces. He gets +2 on all breaking point rolls psychological responses.
when in his territory, and once per chapter he can choose to
add his Safe Place dots and 8-again to a roll. T ELL (•••)
NO MOON’S BIRTH (••) Prerequisites: Wolf-Blooded
Prerequisites: Wolf-Blooded Effect: The character develops a second Tell, chosen from
those available to Wolf-Blooded. While the player chooses the
Effect: Wolf-Blooded born under no moon are natural new Tell, the character has no choice in how Father Luna or
double agents. When out on a formal mission spying for his Mother Wolf’s touch develops.
pack, any roll to detect where the no-moon came from or who
sent her automatically fails. He carries no scent from his pack, With Storyteller permission, a human character can buy
and cannot be followed back to his home. The orders must this Merit with Experiences to represent a character who
spontaneously becomes Wolf-Blooded.
Wolf-Blooded Merits
Appendix Two: Conditions
The list below includes a range of common Conditions BAN
that can be applied to characters through events in the story.
Your character suffers from a powerful spiritual compulsion
A T AVISM that demands specific behavior. It is difficult to contravene
the ban, and attempting to do so elicits a sense of revulsion or
You suffer ancient, ancestral memories that rouse anger and wrongness in the character. She suffers a –3 penalty to all dice
violent urges; the cause of these memories must be destroyed. pools that are rolled as part of an action that breaks the ban’s
When facing the source of the Atavism, your character must dictated behavior. If breaking the ban’s compulsion would not
make all-out attacks each turn (see p. 168), or spend Willpower involve any dice pools, she instead suffers a –2 penalty to all
points to avoid attacking. When in danger or heavy stress, she dice pools until she corrects her breach or the Condition ends.
lashes out violently. She must spend Willpower points to take
nonviolent actions in response to threats or stressors. In the case of a ban imposed by a pack totem, the totem
immediately becomes aware that a breach has occurred and loses
Possible Sources: Succumbing to Lunacy. a single point of Essence. If it has no Essence remaining, it instead
Resolution: Your character achieves an exceptional suc- suffers the Deprived Condition until it regains any Essence.
cess against the source of her rage, or the source of her rage
achieves an exceptional success against her. Alternatively, she Possible Sources: Low Harmony, violating a totem’s ban,
can suffer a breaking point for harming an innocent person. or a number of Gifts and rites.
Beat: n/a
Resolution: If the ban is not persistent then the Condi-
AWESTRUCK (PERSIST ENT ) tion is resolved when your character’s adherence to the ban caus-
es her a significant setback. Otherwise, the resolution depends
Your character sees before her a glorious and terrifying on the nature of the ban.
figure, and something in her brain kicks her to kneel and grovel.
She suffers a –2 penalty to attack rolls against the source of Beat: Your character’s adherence to the ban causes her a
the Condition. She also suffers a –3 penalty to contested rolls significant setback.
against social actions from the source of the Condition, and
a –3 penalty to her Composure and Resolve against actions BERSERK
and powers that the source of the Condition uses on her.
Your character has had a spark of berserk rage lit within
Possible Sources: Compulsion from supernatural powers. her. The fury inside demands that she lash out, and the
Resolution: The source of the Condition leaves your descending red mist makes it hard to tell friend from foe.
character’s presence, or stops inflicting Lunacy. Each turn, she must succeed at a Resolve + Composure roll
Beat: Your character takes an action that serves the or attack the nearest target with whatever weapons she has
demands of the Condition’s source. to hand. Even if she succeeds, she suffers a –3 penalty on all
actions other than attacking the nearest target.
Possible Sources: A number of Gifts and abilities that
kindle a form of the Uratha’s rage in non-werewolves.
306
Resolution: The character becomes unconscious. There 307
are no targets left to attack. The source of the Lunacy leaves
your character’s presence, or stops inflicting Lunacy. Resolution: Your character reaffirms her sense of reality by
expending Willpower and learning something new, something
Beat: n/a deeply secret about the source of the Condition.
Beat: n/a
CONF USE D DE MOR ALIZE D
Your character cannot think straight. She suffers a –2 Your character is demoralized and hesitant in the face
penalty to all Intelligence and Wits rolls. of the enemy. Spending a Willpower point only adds one
die to her attack pool rather than the usual three. She also
Possible Sources: Facing overwhelming sensory infor- suffers a –4 penalty to her Initiative, and a –2 penalty to her
mation, some Gifts. Resolve and Composure whenever they are used to resist or
contest a dice pool.
Resolution: Take half an hour to clear the mind. Take
any amount of lethal damage. Possible Sources: Attempting something momentous
and failing at the last hurdle, some Gifts.
Beat: n/a
Resolution: The character achieves an exceptional suc-
COWE D cess on an attack roll, wins a combat, or survives a combat
unharmed. A week passes.
Your character has been put in her place through the
violence and dominance of another. She suffers a –2 penalty Beat: n/a
on any Physical and Social rolls to oppose the character who
inflicted this Condition if she does not spend Willpower. EASY PREY
Possible Sources: Having another character determine Through carelessness or ignorance, your character leaves
her superiority to yours, some supernatural powers. a clear trail for any hunter to follow. All attempts to find the
character through searching or tracking gain +2 dice.
Resolution: The character successfully injures or intimi-
dates the character who inflicted the Condition. The character Possible Sources: Dramatically failing in a contested
regains Willpower through her Blood Archetype. tracking action.
Beat: n/a Resolution: A hunter locates your character and harms
him — physically, mentally, or socially — raising his awareness
CUNNING of his carelessness.
Your character is Cunning. She beguiles, tricks, sneaks, Beat: n/a
and charms. This makes everyone around her suspicious of her
because they know she’s shifty and clever. Characters trying to ESSENCE OVERLOAD
detect lies or notice your character sneaking enjoy a +2 bonus to
any relevant Empathy, Investigation, or other rolls. Your character Your character has attempted to channel immensely
knows this, and can use this as a diversion for her true goals. powerful forces through her Essence, and has lost control.
Sparks and heatless flame sputter and limn her. Whenever she
Possible Sources: Flaring Cunning Renown brands spends a point of Essence, she must succeed at a Stamina roll
with Essence. or suffer one point of lethal damage. Whenever she suffers an
injury from an attack, she also bleeds out one point of Essence.
Resolution: Once at least one individual has used the
+2 bonus, you may choose to shed this Condition to add the Possible Sources: Some Gifts.
character’s Cunning Renown in automatic successes to any Resolution: The character empties her Essence pool or
Larceny, Stealth, or Subterfuge action, even if she rolls no earths the overloaded energies through a powerful spiritual
successes. conduit.
Beat: n/a
Beat: n/a
EXHAUST ED
DELUSION
Your character has been run ragged and desperately needs
Your character cannot make sense of the world she per- a good rest. She suffers a –2 penalty to all physical actions and
ceives, and because of this, she avoids that which would make rolls to remain conscious.
her question. When facing the supernatural, or something
she suspects to be the source of this Condition, she flees. If Possible Sources: Sleep deprivation or persistent night-
she cannot flee, she shuts down. Every action she takes that mares, some Gifts.
is not fleeing requires a Willpower point.
Resolution: The character has restful sleep.
Possible Sources: Succumbing to Lunacy. Beat: n/a
Conditions
Appendix Two: Conditions
GLORIOUS Resolution: You spend inspiration to spur yourself to
greater success, resolving the Condition as described above.
Your character is Glorious. She’s faced down superior
opponents, committed great acts of courage, and lived to tell Beat: n/a
the tale. This impresses onlookers, and draws their attention.
Individuals so impressed will confront your character first. INVISIBLE PREDATOR
Arguments and attacks against your character gain +2 dice.
Your character may impress witnesses by weathering the storm Your character has so successfully infiltrated her prey’s
and turning it around on her opponents. domain that he is oblivious to her presence. The prey suffers
–2 to all rolls to detect or prepare for the hunter’s arrival while
Possible Sources: Flaring Glory Renown brands with this Condition is active.
Essence.
Possible Sources: Exceptional success in a tracking action.
Resolution: Once at least one individual has used the +2 Resolution: The hunter deals damage or otherwise hurts
bonus, you may choose to shed this Condition to add your char- her prey, either through attack, social manipulation or stealing
acter’s Glory Renown in automatic successes to any Expression, her possessions.
Intimidation, or Persuasion action, even if she rolls no successes. Beat: n/a
Beat: n/a ISOLAT ED
GUILT Y Your character has been split from his crew, drawn and
called out, cornered and quartered. His friends hesitate to
Your character is experiencing deep-seated feelings of assist him; they’re resigned to his fate. With this Condition,
guilt and remorse. This Condition is commonly applied after your character cannot benefit from or participate in teamwork
a successful breaking point roll (p. 104). While the character rolls (see p. 162). Additionally, your character cannot take
is under the effects of this Condition, he receives a –2 to any advantage of the Defense reduction for multiple attackers;
Resolve or Composure rolls to defend against Subterfuge, every enemy he faces has access to its full Defense, no matter
Empathy, or Intimidation rolls. how many times it’s been attacked in a turn.
Possible Sources: Encountering a breaking point Possible Sources: The Elodoth’s Isolating hunter aspect.
Resolution: The character confesses his crimes and makes Resolution: Suffer a wound penalty from lethal or ag-
restitution for whatever he did. gravated wounds, or suffer a lethal wound in your character’s
Beat: n/a last Health box.
Beat: n/a
H ONOR A BLE
Your character is Honorable. She wields honesty the way LE VER AGE D
some Uratha wield their claws. She fights fairly, and pursues
fair prey. She does not abuse the already downtrodden, or Your character has been blackmailed, tricked, convinced,
take advantage of the innocent. Individuals knowing of her or otherwise leveraged into doing what another individual
Honor will attempt to fool or take advantage of her. Any such wishes. You may have the Leveraged Condition multiple times,
rolls gain +2 dice. When your character bears that weight, her imposed by different characters. Any time the specified charac-
humble dignity gives her an aura of grace and respect. ter requests something of you, you may resolve this Condition
if your character does as requested without rolling to resist.
Possible Sources: Flaring Honor Renown brands with
Essence. Possible Sources: Another character finds out damning
information about your character.
Resolution: Once at least one individual has used the +2
bonus, you may choose to shed this Condition to add your Resolution: Your character may either resolve the Con-
character’s Honor Renown in automatic successes to any Empa- dition by complying with a request as above, or if you apply
thy, Politics, or Socialize action, even if she rolls no successes. the Leveraged condition to the specified individual.
INSPIRE D Beat: n/a
Your character is deeply inspired. When your character LOST TRACKER
takes an action pertaining to that inspiration, you may choose
to resolve this Condition. An exceptional success on that roll Your character has lost faith in her abilities because she
requires only three successes instead of five and you gain a failed to find her prey. She suffers –2 to all tracking rolls while
point of Willpower. this Condition remains.
Possible Sources: Exceptional success with Crafts or Possible Sources: Dramatic failure on a tracking action.
Expression, the Inspiring Merit. Resolution: The hunter succeeds in tracking her quarry
despite the penalty, regaining faith in her ability.
308 Beat: n/a
LURED (PERSIST ENT ) 309
Your character has been lured into an action; she is abso- Im. She returns to normal when the sun rises, whereupon
lutely convinced she saw or heard something over there that this Condition ends.
she needs to check out, or has seen something she wants to
investigate, becoming completely focused on it. She will move PossibleSources:BeingbittenbyawerewolfusingsomeGifts.
away from a group of allies who are not also Lured without Resolution: Resisting the change. The sun rises after
informing them; calling for back-up won’t even cross her mind changing. The character poisons herself with wolfsbane.
until an actual threat makes itself real. If she investigates the Beat: n/a
distraction and finds nothing, she will react the same way to
any other distractions of the same sort that she encounters MYST IFIED
while under the Condition.
Your character faced an Ithaeur, and now he feels the
If allies who are not Lured notice what she is doing and try dread of the spirit wilds wherever he goes. He finds solace
to get her to stay with the group, she will give the best argument only in the Gauntlet. Subtract the current Gauntlet rating
she can as to why they should let her split off, and attempts to (see p. 101) from 6. That number acts as a penalty to all
convince her otherwise suffer a –5 penalty. Attempts to forcibly your character’s Mental actions. If that penalty exceeds your
restrain her or prevent her from going will likely convince her character’s Composure dots, your character does not benefit
that something is wrong with her allies — they’re being blinded from the 10-again quality on any rolls. If used on a spirit,
to the danger that she has to check out, or they’re going mad this works in reverse. Subtract the Gauntlet modifier from
and they’re now a danger that she needs to get away from. She all actions, as the spirit becomes afraid of the human world.
will attempt to do so as intelligently as she can.
Possible Sources: The Ithaeur’s Mystic hunter aspect.
Possible Sources: Some Gifts. Resolution: Suffer a wound penalty from lethal or ag-
Resolution: The character investigates the lure and gravated wounds, or suffer a lethal wound in your character’s
encounters a threat. An hour passes. last Health box.
Beat: Your character causes disruption and confusion Beat: n/a
amongst her allies.
PARANOID
MADNESS (PERSIST ENT )
Your character has been reduced to a state of rampant
Your character saw or did something that jarred her loose paranoia. She jumps at shadows, sees threats everywhere, and
from reality. This isn’t a mental illness born of brain chem- finds it hard to trust. She suffers a –2 penalty to Perception
istry — that, at least, might be treatable. This madness is the rolls, Social actions, and dice pools to draw upon the Allies,
product of supernatural tampering or witnessing something Contacts, Mentor, Retainer, Staff, and Status Merits.
that humanity was never meant to comprehend. The Storyteller
has a pool of dice equal to 10 – (character’s Integrity). Once Possible Sources: Some Gifts.
per chapter, the Storyteller can apply those dice as a negative Resolution: A week without any threat actually mani-
modifier to any Mental or Social roll made for the character. festing; a friend or ally achieving an exceptional success on a
Social action to convince you of their trustworthiness.
Possible Sources: Supernatural visions, losing a dot of Beat: n/a
Integrity.
PURE
Resolution: Regain a dot of Integrity, lose another dot of
Integrity, or achieve an exceptional success on a breaking point. Your character is Pure. She adheres to the Oath of the
Moon in all things. She’s known to put her ancestral duties
Beat: The character fails a roll because of this Condition. above everything in her life. To some, this looks a weakness
to exploit. It tempts others to challenge her adherence to her
MOON TAINT Oath. Sometimes this is due to malice, sometimes jealousy,
sometimes disbelief. Any such rolls to tempt her to disgrace
Your character has been infected with the warping gain +2 dice. When your character stands up to that temptation,
taint of Luna. From time to time, her skin crawls or shiv- she carries the terrifying mantle of her ancestors.
ers in strange and unpleasant ways. She suffers from the
Poisoned Tilt while the Condition lasts. The first time Possible Sources: Flaring Purity Renown brands with
she sees the full moon after suffering Moon Taint, she is Essence.
afflicted by spasming agony and must achieve 5 successes
on an extended Resolve + Composure roll with each roll Resolution: Once at least one individual has used the +2
representing 1 minute. If she succeeds then the Condition bonus, you may choose to shed this Condition to add your
ends and the pain ceases. If she fails any of the rolls, she character’s Purity Renown in automatic successes to any Ath-
immediately enters Dalu and gains regeneration as if she letics, Brawl, or Survival action, even if she rolls no successes.
were a werewolf with Primal Urge 1. She also enters Wasu-
Beat: n/a
Conditions
Appendix Two: Conditions
RECEPT ION Possible Sources: Facing a breaking point.
Resolution: The character gives into her fear and fails a
Your character has opened to the spirit world, as result roll as described above.
of her experience with Lunacy. She cannot resist possession Beat: n/a
(see p. 190), and she bleeds Essence. Every day, she generates
Essence equal to her Resolve score. Spirits can consume the S HADOWL AS H E D
Essence by touching her, but werewolves must eat her flesh —
gaining the Essence in addition to the amount normally given Your character failed to master the laws of the Shadow
by eating human meat. If she dramatically fails an action, she and now suffers for her hubris. For as long as the Condition
may slip into the Hisil instead of suffering the normal dramatic lasts, she suffers a –2 penalty on all rolls involving interaction
failure for the action. with the Shadow and its denizens.
Possible Sources: Succumbing to Lunacy. Possible Sources: Dramatic failure on a rite.
Resolution: Your character experiences grave danger as Resolution: Successfully perform a rite. Have a mean-
result of her experience with the Hisil. ingful interaction with a spiritual Touchstone. Meditate in
Beat: n/a the Shadow.
Beat: n/a
RE SIGNE D
SISKUR-DAH (PERSIST ENT )
Your character faced down his hunter, and the frightening
beast has shown him the essence of doom. While he may still Your character is on the Siskur-Dah, the Sacred Hunt. She
fight or flee, there’s a part of him inside that welcomes the gains a specific benefit depending on the ritemaster’s tribe.
release of death. Your character may not spend Willpower to
add dice or resistance for any action to defend himself from The Blood Talon Sacred Hunt grants your character the
a deadly threat. He can fuel Gifts or use other actions, but ability to perceive the Renown brands of werewolf prey. She can
his self-defense becomes lackluster at best. see them as a clear silver glow (or a fiery red for Pure) and can
read the prey’s value in each Renown with a reflexive action.
Possible Sources: The Cahalith’s Monstrous hunter
aspect. The Bone Shadow Sacred Hunt grants your character
the ability to touch and strike ephemeral entities nominated
Resolution: Suffer a wound penalty from lethal or ag- as prey with her natural weapons.
gravated damage, or suffer a lethal wound in your character’s
last Health box. The Hunter in Darkness Sacred Hunt grants your char-
acter the ability to sense the state of the Gauntlet in your
Beat: n/a presence; you are constantly aware of its current strength and
if it has been increased or decreased compared to its normal
SHADOW PARANOIA strength; if the hunt’s prey is responsible then you know this.
You can also sense any other breaches in reality that your
Your character has been afflicted with a supernatural prey has moved through in the last lunar month — gateways
panic; she is jumpy and on edge, afraid that every shadow to places and realms other than the Shadow.
might contain sharp teeth and sudden death. She suffers a –2
penalty to all Perception rolls. Any failure on a Perception roll The Iron Master Sacred Hunt grants your character the
becomes a dramatic failure as she thinks she sees an attacker ability to choose which of the Lunacy Conditions she inflicts
or threat out of the corner of her eye, and she will react with on humans while hunting the prey.
panic; if she’s carrying a firearm she will likely start firing at
shadows. Thinking rationally is difficult in the face of such The Storm Lord Sacred Hunt grants your character the
fear and she suffers a –2 penalty on all Intelligence- and Wits- ability to clearly perceive prey that is possessed, Urged, or
based dice pools. Claimed. If your character looks at a Ridden human who is
the prey of the hunt, for example, she will see the spirit coiled
Possible Sources: Some Gifts. up within him.
Resolution: The character reaches a place of safety. The
character achieves an exceptional success on a Perception roll. Possible Sources: The Sacred Hunt rite, or being person-
Beat: n/a ally blessed by a Firstborn.
S HAKEN Resolution: The prey is brought down (a kill is not
necessary) or the pack breaks off the Siskur-Dah by taking any
Something has severely frightened your character. Any significant actions towards ends other than the hunt.
time your character is taking an action where that fear might
hinder her, you may opt to fail the roll and resolve this Beat: Your character achieves an exceptional success on
Condition. This Condition can be imposed by undergoing an action involving the prey.
a breaking point roll.
SPOOKE D
310
Your character has seen something supernatural — not
overt enough to terrify her, but unmistakably otherworldly.
How your character responds to this is up to you, but it cap- 311
tivates her and dominates her focus.
instances of this Condition, reflecting affection for multiple
Possible Sources: Facing a breaking point, encountering individuals. He suffers a –2 to any rolls that would adversely
the supernatural. affect the specified individual, who also gains +2 on any So-
cial rolls against him. If the individual is attempting Social
Resolution: This Condition is resolved when your char- maneuvering on the Swooning character, the impression level
acter’s fear and fascination causes her to do something that is considered one higher (maximum of perfect; see p. 164).
hinders the group or complicates things (she goes off alone
to investigate a strange noise, stays up all night researching, Possible Sources: Be on the receiving end of an excep-
runs away instead of holding her ground, etc.). tional success of a Persuasion or Subterfuge roll, have another
character help you fulfill your Vice (if human).
Beat: n/a
Resolution: Your character does something for his love
ST EADFAST interest that puts him in danger, or he opts to fail a roll to
resist a Social action by the specified character.
Your character is confident and resolved. When she fails
a roll, you may choose to resolve this Condition to treat the Beat: n/a
result as if you’d rolled a single success. If the roll is a chance
die, you may resolve this Condition and roll a single regular SYMBOLIC FOCUS
die instead.
Your character is filled with the symbolic power of the
Possible Sources: Facing a breaking point. rite that she has invoked, becoming a channel for it. She
Resolution: You use this Condition as described above. achieves an exceptional success on interactions with spirits
Beat: n/a with three successes instead of five, and her effective spirit
Rank is increased by one.
ST UMBLED
Possible Sources: Exceptional success during a rite.
Your character has hit a complication during an extended Resolution: Exceptional success on an interaction with a
action. Each successive roll on the extended action is at a –3 spirit. Falling into Wasu-Im. Breaking any ban she possesses.
penalty. Beat: n/a
This condition does not grant a Beat when resolved. UNAWARE
Possible Sources: Failure during a rite or Facet use.
Resolution: The extended action ends. Your character has been dazed and confused, distracted,
Beat: n/a and internalized. He’s so withdrawn inward, that he cannot
notice the proverbial (or literal) wolf at his door. Reduce his
SWAGGERING Composure by (the Irraka’s Cunning – 1), with a minimum of
–1 — if the Irraka has Cunning 4, it reduces Composure by –3.)
Your character faced the full bore of a Rahu’s essence.
He’s sure that he can win in the face of the Rahu’s fury. He Possible Sources: The Irraka’s Blissful hunter aspect.
can not prepare himself to face the Rahu or her pack in any Resolution: Suffer a wound penalty from lethal or ag-
way — buying weapons, laying traps, or changing his normal gravated wounds, or suffer a lethal wound in your character’s
routine — without first spending a Willpower point and making last Health box.
an extended, reflexive Resolve + Composure roll. You may Beat: n/a
make one roll per turn, but each roll requires an additional
point of Willpower. The target number of successes is equal UNTRACEABLE
to the Rahu’s Purity.
Through care and attention to detail, your character
Possible Sources: The Rahu’s Dominant hunter aspect. leaves little evidence of her passage for others to follow. All
Resolution: Suffer a wound penalty from lethal or ag- attempts to track her suffer –2 dice.
gravated wounds, or suffer a lethal wound in your character’s
last Health box. Possible Sources: Exceptional success on a tracking action.
Beat: n/a Resolution: This Condition hampers a number of track-
ing attempts against her equal to the greater of her Survival
SWOONING or Streetwise.
Beat: n/a
Your character is attracted to someone and is vulnerable
where he or she is concerned. He may have the proverbial WISE
“butterflies in his stomach” or just be constantly aware of
the object of his affection. A character may have multiple Your character is Wise. She seeks the intelligent, reasoned
answer in all things. She looks to past successes and failures,
and those successes and failures of others so as to take a smarter
Conditions
Appendix Two: Conditions
course of action. This inspires others to challenge her wisdom, totally blind an attacker. An attacker can inflict temporary
and question her foundation of knowledge. Any rolls to defy or blindness by slashing at her opponent’s brow, throwing sand
question her advice gain +2 dice. When she’s proven her reason into his eyes, or kicking up dirt. This requires an attack roll
sound, she’s redoubled in her understanding of the world. of Dexterity + Athletics with a -3 penalty; the victim’s Defense
applies to this attack. If it succeeds, the target is Blinded for
Possible Sources: Flaring Wisdom Renown brands with the next turn.
Essence.
Ending the Tilt: If an attack against the character’s eye does
Resolution: Once at least one individual has used the +2 any points of damage, mark an ‘x’ under the leftmost Health box
bonus, you may choose to shed this Condition to add your inflicted in that attack. If the damage inflicted is aggravated the
character’s Wisdom Renown in automatic successes to any character loses vision in that eye permanently. Otherwise, the
Investigation, Medicine, or Occult action, even if she rolls condition ends when the damage that caused the Tilt is healed.
no successes.
EART H QUAKE
Beat: n/a
Description: Everything shudders and shakes, and rents
T ILT S tear the ground wide open.
The list below includes some example Tilts that can
be inflicted through extreme environments, werewolves in Effect: Earthquakes don’t last long, but they don’t have to.
Urshul, or canny combatants. When the quake’s actually occurring, all Dexterity-based dice
pools (and Defense) suffer a -1 to -5 penalty depending on the
ARM WRACK quake’s severity. Characters take between one and three points
of lethal damage per turn of the quake’s duration, though a
Description: Your arm burns with pain and then goes reflexive Stamina + Athletics roll can downgrade that damage
numb. It could be dislocated, sprained, or broken, but what- to bashing — or cancel it entirely on an exceptional success.
ever’s wrong with it, you can’t move your limb.
Causing the Tilt: Without tremendous supernatural
Effect: If your arm’s broken or otherwise busted, you drop power, it’s almost impossible to cause an earthquake. A
whatever you’re holding in that arm and can’t use it to attack character who detonates a powerful explosive underground
opponents — unless you’ve got the Ambidextrous Merit, you might simulate the effects over a city-block for a few seconds.
suffer off-hand penalties for any rolls that require manual
dexterity. If this effect spreads to both limbs, you’re down to Ending the Tilt: Earthquakes are fortunately very quick
a chance die on any rolls that require manual dexterity, and events. It’s very rare for one to last more than a minute (20
-3 to all other Physical actions. turns), so waiting them out is the best course of action.
Causing the Tilt: Some supernatural powers can cripple HEAVY WINDS
a victim’s limbs or break bone with a touch. A character can
have his arm knocked out by a targeted blow to the arm (–2 Description: Howling winds buffet at the characters,
penalty) that deals more damage than the character’s Stamina. whipping street furniture into the air, tearing the roofs from
A targeted blow to the hand inflicts this Tilt if it does any buildings. Powerful winds can toss cars around like toys.
damage. Anyone out in the winds feels like they’re taking a beating
just for walking down the street.
Ending the Tilt: If the Tilt is inflicted as a result of an
attack, mark an ‘x’ under the leftmost Health box inflicted Effect: Heavy winds are loud, so characters suffer a -3
in that attack; the Tilt ends when the damage that caused it modifier to aural Perception rolls. Also the wind inflicts a
has healed. If the damage that inflicts this Tilt is aggravated, penalty to all Physical rolls when out in the winds — including
the character loses the use of his arm (or straight up loses his Drive rolls. Grade the wind from one to five — one is tropical
arm) permanently. storm level (around 40 MPH), three is hurricane level (around
80 MPH), and five is tornado level (150+ MPH). This is the
BLINDE D penalty applied to Physical dice rolls. Characters outside in
the maelstrom take damage from flying debris, taking bashing
Description: The character’s eyes are damaged or removed. damage each turn equal to the wind’s rating. A characters can
Effect: The character suffers a -3 penalty to any rolls that make a reflexive Dexterity + Athletics roll to avoid damage.
rely on vision — including attack rolls — and halves his Defense
if one eye is blinded. That penalty increases to -5 and losing Causing the Tilt: Heavy winds are a fact of life, from
all Defense if both eyes are affected. siroccos in the desert to tornados in the Midwest to wind
Causing the Tilt: The normal way to inflict the tilt is to shears everywhere.
deal damage to the target’s eyes — a specified attack with a -5
penalty (see Specified Targets, p. 168). A successful attack Ending the Tilt: Getting out of the wind is the best
normally damages one eye. It takes an exceptional success to way to end this Tilt. Sometimes that’s as easy as sheltering in
an automobile — as long as nobody tries to drive. Buildings
provide more permanent shelter.
312
KNOCKED DOWN POISONE D 313
Description: Something knocks the character to the Description: You’ve got poison or sickness inside you. It’s
floor, either toppling her with a powerful blow to the chest tearing you apart from the inside; burning like acid in your
or taking one of her legs out from under her. gut and making your head swim.
Effect: The character is knocked off her feet. If she hasn’t Effect: This Tilt applies a general sense of being poisoned
already acted this turn, she loses her action. Once she’s on the to a character without worrying about Toxicity during combat.
ground, a character is considered prone. The character can For the purposes of this Tilt, a poison is either “moderate”
still apply Defense against incoming attacks, and can attempt or “grave” — a moderate poison causes one point of bashing
to attack from the ground at a -2 penalty. damage per turn of combat, while a grave poison ups that to
one point of lethal damage per turn. If the Storyteller cares
Causing the Tilt: Some weapons list “Knockdown” as a to continue the effects of the poison outside of combat, he
special effect of a damaging hit. Otherwise, a melee weapon can apply the standard rules for handling poisons and toxins
with a damage modifier of +2 or greater, or a firearm with when combat is complete.
a damage modifier of +3 or more can be used to knock a
character down with the force of the blow. Alternatively, a Causing the Tilt: It’s possible for a character to not know
melee weapon or unarmed attack can knock an opponent that he’s been poisoned. It could be as innocuous as switching
down with a targeted attack against the legs (–2 modifier). drinks with a pretty girl who is the target of a mob hit, or
The attacker declares that he wants to knock his opponent as simple as walking into a house with a carbon monoxide
down, and halves the total damage done (rounding down). leak. That said, the main time poison comes up in combat
On a successful attack, the target is knocked down. is when one combatant inflicts it on another. Injecting your
opponent with a syringe full of drain cleaner or snake venom
Ending the Tilt: The easiest way to end this Tilt is to is a Dexterity + Weaponry attack, suffering a -1 modifier for
stand up, which takes an action. A character who hasn’t yet the improvised weapon.
acted can make a Dexterity + Athletics roll, minus any weapon
modifier, instead of her normal action. If successful, she avoids Ending the Tilt: Short of immediate medical attention —
the effects of this Tilt altogether. On a failure, she falls over and how many fights take place in an emergency room? — all
and the Tilt applies as normal. a victim can do is struggle on. Roll Stamina + Resolve as a
reflexive action each turn that your character is poisoned. If
LEG WRACK your character intends to act (meaning, takes a non-reflexive
action), the roll suffers a -3 penalty. Success counteracts the
Description: Your leg feels like it’s going to snap clean off damage for one turn only.
whenever you move; when you stop moving you feel a burning
numbness that encourages you to avoid moving. ST UNNED
Effect: If your leg is broken, sprained, or dislocated, halve Description: Your character is dazed and unable to think
your Speed and suffer a -2 penalty on Physical rolls that require straight. Maybe her vision blurs. If she’s stunned as a result of
movement (and Defense). If both of your legs are wracked, a blow to the head, she’s probably got a concussion.
you fall over — taking the Knocked Down Tilt — and cannot
get up. Your Speed is reduced to 1; if you want to move at all, Effect: A character with the Stunned Tilt loses her next
you cannot take any other action. Physical rolls that require action, and halves her Defense until she can next act.
movement are reduced to a chance die.
Causing the Tilt: A character can be stunned by any
Causing the Tilt: Some supernatural powers can cripple attack that does at least as much damage as her Size in a
a victim’s limbs or break bone with a touch. A character can single hit. Some weapons have a “stun” special ability. These
have his leg knocked out by a targeted blow to the leg (-2 double the weapon modifier only for the purpose of working
penalty) that deals more damage than the character’s Stamina. out whether the attacker inflicts the Stunned Tilt. Attacks
against the target’s head (see “Specified Targets,” p. 168) count
Ending the Tilt: If the Tilt is inflicted as a result of an the character’s Size as one lower for the purposes of this Tilt.
attack, mark an ‘x’ under the leftmost Health box inflicted The Storyteller might determine that additional effects cause
in that attack. The Tilt ends when the damage that caused it this Tilt, like being caught in the blast area of an explosion.
has healed. If the damage that inflicts this Tilt is aggravated,
the character loses use of his leg permanently. Ending the Tilt: The effects of this Tilt normally only
last for a single turn. The character can end the Tilt during
her own action by reflexively spending a point of Willpower
to gather her wits, though she suffers a –3 modifier to any
actions she takes that turn.
Tilts
afpsbswssfoaaeobelsTaepihotnrScnwnwrroohsHtrrcsarheotkdwTeeowerciurhtoeedcteNwntholeafhrlwtdTbtoshemeaduaihiHohyoenhobdsygishehe“mia“andTnnsrerseo.iwarad“sioMetenoTwse“dGstn“tahtigcrsu“dMTreaygorotohhuAayeoUeianevBaChhwhgosongpf’mhdrtetingsm.owrmrdrgoteroaoaoehsbhurwatoa,id”eisyenfueaeitfhstdimweogeratiuntodmthoattarrctaoestehtepidnetothhno‘dghrwepeitirbhwtieooidehtittictecn.fhes.hleaanmsrfaejlscdglhcahaaidhmli.ttaffey,,leudwkftutkoseennueefuBniscsDshc”co,tonoeaanain.opevodosdgacstuyisoeorro.iuktvscsceardermyt.rekdiermrsthmag.tketostTfaraeye,,g.cwntulbho”iimsptlNhioeuaisoh.tannhaTeeIihguctseaslsoohtofolbhasertes’tortophhTdkenhtrseh.uoeeneelnaEmmfhrsaweehakyfsexokrt,ntftlamnitvarmlrfewtnhdrlmonoeyulrtudhaoes.stobdesyriidahafeweagnyriaeb,”ctriua,omtemewomr,ado,aeat.nandbeethdtntyt”hevwiasmedorkbygegrrhteighddenonarqucdv,Tilotcegephocsbehisyetudmuttbtonoienoirhwulimafefasyaceccepprhheihefdmsydgeeialnaryttklihlbhebceaecteoedvusos.cgsthtsiahraeecrodiuekiroatuymehssstlpeelptreaadlorrripalmhfrdeiceiipTeaorlewpsaseldwaibnacleoeisronahfsaee,rdalhiehtamcigrbn.hontegsoh.khr.eonmintdpockea,aceo”eutaout”aheWtdaamgokodmsnOov’ttnP.atmhsslwejo.cr.hrfdttlcerh,ehaeswh”adieoulfhtnjttiyo.ehetnnesnNaenncfsrnoeiHaiouomerseameiot-ssbdtgadcrdaeow,kTsn.nlcarewwtBhsoaessts,lnrbchi,dtwreynileemibmiputwlnoaoioCaoes,aelotwoaepheaohtlao”lnpooswamqs.lnoabllntlegfaehatfittee.hmdpwyuddasuat.lhddaewc,sn.iteeaetibeslsiisncnhtcargu“frvsaroedtedltSbno.ndiaehkciTerYotelerei,eshhuotgveicdnediueaoarreesdu,stweeryoeeHeldnrdlunrdoohsoso.insroderutmtgdlvyfayaeotertarwttfibhshy.ayianafnodhdnoTeiasetnfhbeeentnrrrtylwednehmsSnhrgae’nmbTowgaetiabagtrr.eweoveodosdidhhvttaohaseohvafeuvtnmbuteeftstswitpefiTBsfnd’igist,iactthlmnebbaosrhetpotcehnohwnchlShimeplagwelcu’mescrataugehktievgcaoinsilhkihhioriodtlma,htntdehsosubnoaslehnivnnerhtyhetntghmrtuft,wgda.l.uenaypewewatelvhaareeteeurncemityhhiyn-HektiddaatakdotAIhcgali,.ttuedNoenhmtohrshneutlteeennhwhnmtasseuwhaeeedptressedajIoitmatugrsrrvtyhfhtmdotnsuttuniianroBo,eteeoeteniafascchshtlogdhere,ohsnunvledloeteoteednseadsartangeelpdslrn.vooiiaacdehtUnhideenetibaetrhongclpinxtirdbne.dtsssetptTneovouepfcoolhau.ttwheeeishhldswamnnGreuuotsarioIihidua,lnedewqodteuodsmthtdmlnrC,essemhiauuei.waaeisonaelitooeatabwnreeldshcorns.veyhbln’ewjmwonwnoengdoatHehndtesaeracdufhiedoimkushenetfwYrtddeo,nnecgihfbinidhtohoitshuwcrngoryt.ahnihdswltioeusowpigfitUgheuietdgmaalhctmrarinnrirhetietmeaHetdfsolet,erslsegoitankhnrnoiihFilowyhdhelfhattnmteiofdnssieinelesitealso,dhhltlofhyneanrsaeanghteovnd,eoyehaegdlsdfhspbcrggoirisofotfi.etsnaei.st.tl,eotesshrttnweoraihreccnaialrrhaleotsvsWbgeeeoeclwmcTeTcntehwglthheweohdrmeseleeodeetoroiieohoieanahtmpeephi,odnro,olgwrtikmnm.aeibdstmmagswdaglheudbem.drl.ehd-ahbeiyuohac-,daeuTeleistederurfelbseplrrtIeet“.htedge.o.eatoblfAodyo.,a-syr-wytfrdIme-.eyte-
“You were a fool to challenge me, Uratha,” it hissed.
“Goodbye,” he said, and detonated the bomb.
Two years ago…
atslHfIlhidIhmiisTaiow’HndmfeweiaatsvWehulhsnsasoeBleotosa“m.ndwtreaRosr“lttte“at“gSfeHs“.voewsisrTg“Bdat“aasaltT“aAgeeW.pAehlwtoWeotsrekhAYruDfneBtlelrTThuenianwserpmeeeTsHrNhdh“aefOoes“roecroslae“f“ah.“walvycqniaTIeeb“tcrheo,sieWopTahyIur“etoronRogfdHttPeoehnsusgnh,.Iakeaeglw’brrwethontTt,rmswrorieaeeo”eUhttlniigserriwmmuhifa…caoeednfhwhevtttuienduc’wgrmbpiyaantrtshac’hvbeecuae,rieoremeshosnrdtekn?hialoeslyneregsimgoknsienlo,klrpUepnnnyohr”ggt.nlagrtniadaanwiwetcrnpnoamfare’oaios,yptfascowieoviphgrtdeAapendeootgetbitbidfctsterohlaeasnrtidtnelswcasoddrpmdsgouidldaaonjkghhassetuesornnhegilgoiove,ttbodpstliltrewuteeiumtohrobddtvvetpebotwrfnoaahcdhtoeteuihleaasowydnaalmftbhleethaeswaefd,enfussesrwavewduredthrradrelahenu,Rieesyreerlitbsrtrcleer.aregedescssldet.maceecyaaortn,cips”oaorsdaorpBteset”dfeop,ieskidaonadowutruragulthgaeurneoetkdsta”otthcruaqmpaetruualrrytiugvtnshenteeigeswensehiothhuuleltmruneDmtroonteehee,pdefsthseeiagflaeshtedr.yrnaeisesoeoefhcm,twswrrau,actl,okalip”tneglaheiokdr”n,aurreokahpoetlnmasstrautneltidisaHie”rnhieute’olasnrouarie.ehieteniawrumepyn,itnedioiiesgrma.ogfsdcttsttlvcgdetedodnitttrnehwngvsrgpacepthaheteote,Whi?ttohtwrmeweDtaseianrstrditoti”Hoynwdhi”tsoehyhhjdhffeiadooetvmrognihudnohsTfwocoesaneutoemrorr.crtecrtaetTerdseesgsosaenknidrSnleahsirapckotohesar,aeoseefiDsdobhtn,tnivefotevvrsnr.hTswotmantnrsdadbn.wrodawewyidpbeopeeeaseayao,heovskdhcldetirasyo.nntteunc.lredwwna’fereeenyedoRe,etybhAlso”ryhTht,eainiby,sem,waccasctef.r’asleletsiaieSeeteknrdtoricare,oncwsorstot,udrfhinhdasateroptossn“eyfadoaiunthowlosydrtyrdeaonnhittityahtsuttipscdhv,.ec.nniihadysuedeanhsrfeirtettuitieospcosethr,vieh.nptotsnetidnatseohfsnreu”ia“reuaPtnaaiswtOny.nt,,pwgoecgetleiHsBhrcaehnwd,Farnolaeuhdfossroose?lhsdsf,otuktareFaofkbtatloRfoslaqaar”usecweaesthsdihtirr,siaulnsttsuiaoonuwidhrdaseidyti,einadreccieenndhttsiouandeasitldppw.otyagpretsatutsddtihe.tillmyaplateeauwaoctscsthhlutssosraet,heeked‘hftTaTdanuomttkr’aealfoendnoffhPetdsvleeeakl’wsdonshieTBltutronceeaifsluRrwhoardrsieotwnorberaespr.usdbnnleo,praeOjownttdenstinndyneiodhtnosreiusgoefysutPrreyighhmnetrtdgielejeweevmcld,ahtisEasidadoeue.iaosh.hitumdiundainaeatkeptthoRg”gof”vemfnrneicnseescrapalobfdiaruorTepsgnreSldbarn,.ette.tefveanrib,loeiaYeeyvdoitepnhm”ah.thirtondegokadnsrtetmhrRcpa“he”ritasIehnofhlree.wrtdgOiisinoesIioinawhgocfshamufgoeilrweeenFlntmntnvnnydhaucati,sewiisFpadedi-tophssoegcttbgowiotttDer,sltnUmowoeeferrrfhadhuenttehoosspa.ihfbrrgycsnweafephurnuehralrtaeSimia.aet.sucotwevotuanrOttfdreaala.ddwnostncemhtirruuroiuetvrihehllnostcdieahk“geabeTaerlrrsreeetpdeoflBenfhhAogrimeEblirhc,lbndraoyoeredyegRnsnstav”ewennkretpylass.,sfsdasotstigcMlgoegiseilhaaoorfteoedethtamtentarlsnYtettiBcsecuorhep.rOwutrhiiahpho’pabiadoosonkeiskrieumhhreolnebentpatweoiirfrigssaetmWteareuewerdse,sesedfaakbyshhrysadsh”lswdnradltast.dnTyitcfiakioi,neesta,ieigsvaiTwledailvnbuneatssnehivtdwldairobweRfeldttuuretweraathnsnwueel.nhsguaggodiahidcseotipnresarermteecreergdduen,eyh.wslwlsld.sohhprshpkv,opnctlylrv.eaalpyeaecdnueps.fi.aeefh?eieirpaslcecrToFed,embniir.”miovsfr“tonarbnenveoutwtdltaDmng“reae.WydwcipeoildsrcwsaatTnoetsAcnawfheeutcrnldehescDaetorlodapeidsTe,iptrolgieosoycdtoknodaiioto.looicwhlvtrwlt.idsedrlltnwtAeaeeoeeokeotcaiocteetueloohmoIbghncmdsfadrnhhpnnseomvstristfcnyuaoeekbcyro.tiaegeatpnhehtxwnotehteaaawesndfdtrcirbyg.attyipnophrhtlanRsdnto.sienlyottohiofaoeoseord,aderhaesyfhhoneorctl,ifnnsiularectwttnevskekthiriesgfsalyfouhhott.otethgeanto,entidusaeahhhoreeuniafbwywhs,itsneekellldlyeahesdylalrs--.yr.”
And it did.
Index
3 Armored Hide 210. See also Dread Powers.
Aspirations 81, 84, 85
36LOVE Pack 272 Athletics Skill 155
Attack. See Combat, Attack.
A Attributes 81, 84, 104, 153-154
Abni-Gur 46, 76 Mental 81, 153
Absent the Father Pack 264 Physical 81, 153
Academics Skill 154 Selecting 82
Actions 160 Social 81, 154
Common 160 Tasks 159
Extended 160 Auspices 15, 57, 76, 82, 84, 85, 100, 114, 284
Resistance 160 Awe 191. See also Numina.
Advantages 83, 84
Afzu’Umm’Ia 259 B
Aggressive Meme 191. See also Numina.
Air Elemental 210. See also Dread Powers. Badass Motherfucker. See Forms, Dalu.
All Doors Locked 135. See also Warding Gift. Banes 185
Allies Merit 22, 110 Bane-Salve 220. See also Idigam, Dread Powers.
Alternate Identity Merit 110 Banish 142. See also Rites, Pack.
Amber Howlers Pack 276 Barfly Merit 111
Am sa namguli. See Elodoth. Barghest 121. See also Death Gift.
Anchor Merit 105 Basra, Iraq 249
Anchors 85 Basu-Im. See Death Rage, Hard.
Angepe (Crow) Ngalyarre 268 Beast Master 210. See also Dread Powers.
Animal Ken Skill 29, 84, 157 Beast Ride 130. See also Nature’s Gift.
Anonymity Merit 111 Beast Talker 137. See also Hunting Gift.
Ansar-zalag. See Heavenly Fire, the. Beats 85
Anshega 76. See also Pure, the. Gaining 85, 165
Antonio Munoz. See Star Herald.
Archetypes 83, 86. See also Blood and Bone. Pack 85
Alpha 86 Belfast, United Kingdom 252
Challenger 86 Believer Wolves. See Urdam.
Community Organizer 86 Berserker’s Might 130. See also Rage Gift.
Cub 86 Berserker Wolves 235
Destroyer 86 Binding Oath 119. See also Half Moon’s Gift.
Fox 86 Biting 167
Guru 86 Bitten 9
Hedonist 86 Black Earth Red Hunger 129. See also Nature’s Gift.
Lone Wolf 87 Black Rat 53
Monster 86 Black Wolf. See Hikaon-Ur.
Soldier 86 Blast 191. See also Numina.
Wallflower 87 Blinding Spray 210. See also Dread Powers.
Area of Expertise Merit 111 Blood Affinity Merit 105
Armor 168, 171 Blood Anchor 83, 84, 85, 284
Blood Oath Pack 255
316
Blood Talons 18, 22, 26, 29, 32, 34-36, 39, 42, 43, 45, 48, 317
50, 51, 76, 82, 84, 214, 249
Firstborn 34 Closer Than You Thought 26
Gatherings 36 Code of Honor Merit 105
Gifts 36 Cold Bastards. See Storm Lords.
Hunt 36 Cold Embrace 121. See also Death Gift.
Merits 108 Colossus 220. See also Idigam, Dread Powers.
Nu sum ghumur nu su ghid 34, 70 Combat 165-169. See also Biting, Damage, Defense, Grapple,
Prey 35 and Initiative.
Rites 140
Bloody-Handed Hunter 117. See also Full Moon’s Gift. Attack 166
Bone Affinity Merit 105 Beaten Down 165
Bone Anchor 83, 84, 85, 284 Cover 167
Bone Gnaw 121. See also Death Gift. Dodge 166
Bone Shadows 19, 22, 26, 29, 32, 36, 37-39, 42, 43, 45, Down and Dirty Combat 165
48, 50, 76, 82, 84, 215 Human Shields 168
Firstborn 37 Ranged 167
Gatherings 39 Specific Targets 168
Gifts 39 Spirits 185
Hunt 39 Surprise 166
Merits 106 Touching an Opponent 167
Prey 38 Unarmed 167
Rites 140 Command Artifice 134. See also Technology Gift.
Su a sar-hith sa 37, 70 Composure. See Attributes, Social.
Border Marches 64, 65 Computer Skill 154
Bottle Spirit 140. See also Rites, Wolf. Conditions 85, 99, 159, 178, 182, 188. See also Tilts.
Boundary Ward 135. See also Warding Gift. Atavism 101, 306
Brawl Skill 32, 84, 155 Awestruck 306
Breach 121. See also New Moon’s Gift. Ban 92, 306
Breath of Air 123. See also Elementals Gift. Berserk 306
Bridge Witches Pack 276 Claimed 191
Brine Bottle 148. See also Fetish. Confused 307
Brine Walkers 244 Controlled 189
Bristol, United Kingdom 255 Cowed 307
Burrow 210. See also Dread Powers. Cunning 99, 306
Butchery 117. See also Full Moon’s Gift. Delusion 101, 307
Demoralized 307
C Easy Prey 307
Cadillac’s Company Pack 260 Essence Overload 307
Cahalith 16-19, 22, 25, 29, 32, 53, 76, 82, 84 Exhausted 307
Auspice Benefit. See Prophetic Dreams. Fettered 190
Auspice Renown 18, 84 Glorious 99, 308
Auspice Skills 18, 84 Guilty 101, 308
Gifts 18, 84 Honorable 100, 308
Hunter’s Aspect 18 Improvised 178
Hurmas-hi 16 Influence 183, 186, 188
Call Out Merit 108 Inspired 107, 308
Call Void Spirit 220. See also Idigam, Dread Powers. Invisible Predator 308
Cannibalism 274, 285 Isolated 308. See also Hunter’s Aspect, Isolating.
Car Wrecks 172 Leveraged 308
Catastrophe 123. See also Elementals Gift. Lingering 178
Chain Rage 139. See also Rites, Wolf. Lost Tracker 308
Chameleon Horror 210. See also Dread Powers. Lunacy 101
Change Gift 15, 136-137 Lured 309
Changing Forms 100 Madness 309
Full moon 9 Manifestation 183, 188
Chapter. See Time. Materialized 190
Character creation 81-85, 291 Moon Taint 309
Concept 81, 84 Mystified 309. See also Hunter’s Aspect, Mystic.
Quick Reference 84 Open 179, 189
Charred Death-Rattle 147. See also Fetish. Paranoid 309
Chase Down. See Forms, Urhan. Possessed 190
Chronicle. See Lodge, Chronicle. See also Time. Pure 100, 309
Circumstance Modifier 159. See also Dice. Reaching 190
Claimed 23, 47, 76, 77, 191, 208. See also Conditions, Reception 101, 310
Claimed. Renown 99
Clash of Wills. See Gifts, Clash of Wills. Resigned 310. See also Hunter’s Aspect, Monstrous.
Cloak of Mist and Haze 135. See also Weather Gift. Resonant 188
Shadow Gate 190
Shadow Paranoia 310
Shadowlashed 310
Index
Index
Shaken 101, 310 Devourer’s Fang 148. See also Fetish.
Siskur-Dah 310 Dexterity. See Attributes, Physical.
Spooked 101, 310 Dice 10, 159
Steadfast 311 Modifiers 159
Stumbled 311 Permutations 162
Swaggering 311. See also Hunter’s Aspect, Dominant. Pools 159
Swooning 311 Rolling 159
Symbolic Focus 311 Success 159
Unaware 311. See also Hunter’s Aspect, Blissful. Discorporate 210. See also Dread Powers.
Untraceable 311 Disease 172
Urged 190 Divide and Conquer 121. See also New Moon’s Gift.
Wise 100, 311 Divine Clay 221. See also Idigam, Dread Powers.
Contacts Merit 22, 111 Dodge. See Combat, Dodge.
Controlled Burn Merit 105 Dominance Gift 32, 47, 84, 122-123
Corpus 185 Doors 164. See also Social Maneuvering.
Cow the Prey 137. See also Hunting Gift. Failure 164
Crafts Skill 18, 84, 154 Forcing 164
Crazed Evolution 221. See also Idigam, Dread Powers. Opening 164
Created 45 Resolution 165
Creative Tactician Merit 105 Down the Prey 138. See also Pack, Gifts.
Creator Wolf. See Danu-Ur. Drain 191. See also Numina.
Crescent Moon’s Birth Merit 305. See also Wolf-Blooded. Dragon’s Egg Bezoar 148. See also Fetish, Talens.
Crescent Moon’s Gift 84, 115-117. See also Ithaeur. Dramatic Failure 159. See also Dice.
Crimes. See Oath of the Moon, Oathbreakers. Dread Powers 210-212, 220-222
Crimson Falx 149. See also Fetish. Dream Hunter 118. See also Gibbous Moon’s Gift.
Crimson Spasm 117. See also Full Moon’s Gift. Dreams. See Prophetic Dreams.
Crushing Blow 132. See also Strength Gift. Drive Skill 156
Crying Owl 53 Drowned 257
Cuniform Cylinder 149. See also Fetish, Talens. Drugs 172
Cunning. See Renown, Cunning. Drum of the Heavens 149. See also Fetish.
Duguthim 29
D Durability. See Objects.
Damage 94, 96, 169. See also Healing, Regeneration. E
Aggravated 94, 169
Earth Elemental 210. See also Dread Powers.
Bashing 93, 165, 169 Eaters of the Dead. See Lodge, Eaters of the Dead.
Bite 98 Echo Dream 125. See also Insight Gift.
Claws 96, 97 Efficient Killer Merit 108
Killing Blow 168 Einherjar. See Lodges, Einherjar.
Lethal 94, 96, 97, 165, 169 Elemental Fury 221. See also Idigam, Dread Powers.
Marking 169-171 Elementals Gift 29, 84, 123
Shifting Forms With Damage 172 Elements 39
Silver 94, 169 Elodoth 18, 20-23, 25, 29, 32, 76, 82, 84
Teeth 96, 97
Wound Penalties 103, 169 Auspice Benefit. See Darkness Into Light.
Danu-Ur 34, 249 Auspice Renown 22
Darkness Into Light 22 Auspice Skills 22
Dawn Shard. See also Fetish. Gifts 22
Death Gift 39, 84, 121-122 Hunter’s Aspect 22
Death Rage 9, 18, 22, 34, 36, 46, 50, 57, 70, 77, 97, 102- Am sa namguli 20
104, 105, 179 Embodiment of the Firstborn Merit 106
Fade to Black 103 Emotional Aura 192. See also Numina.
Hard 76, 97, 103 Empathy Skill 22, 84, 157
Soft 77, 97, 102, 105 Empty, the 231. See also Endless, the.
Storytelling 285, 292 Empty Hunter, the. See Endless, the.
Triggers 103 Endless, the 227, 231. See also Idigam.
Deathtrap 269 End of Story 119. See also Gibbous Moon’s Gift.
Death Wolf. See Kamduis-Ur. Entropic Decay 192. See also Numina.
Deceiver Lune, the 222, 226. See also Idigam. Entropy Elementals 231. See also Endless, the.
Dedicated Locus Merit 106 Entropy’s Toll 131. See also Shaping Gift.
Defense 83, 84, 96, 97, 166 Ephemera 182
Spirits 185 Equipment 159, 173-177. See also Resources Merit.
Dement 191. See also Numina. Availability 173
Deny Everything 124. See also Evasion Gift. Bonus 159, 173
Destroyers. See Blood Talons. Mental Equipment 173-175
Destroyer Wolf. See Fenris-Ur. Physical Equipment 175-177
Detroit, Michigan 259 Social Equipment 177
Devourer 220. See also Idigam, Dread Powers. Essence 38, 47, 51, 64, 65, 67, 70, 71, 76, 100, 178, 182
Devourer Hound 209 Gaining 100
318
Locus 106, 179 319
Spending 100
Spirits 184 Forge Herald 220. See also Forge Servant.
Storytelling 285 Forge Servant 219-220. See also Idigam.
Using 100 Forge Spawn 220. See also Forge Servant.
Essence Attack 217. See also Essence Shaping. Fortified Form Merit 106
Essence Shaping 217-219. See also Idigam. Forms 57, 60-62, 96-98, 106
Essence Trap 217. See also Essence Shaping. Dalu 31, 61, 76, 94, 96
Essence Venom 218. See also Essence Shaping.
Essence Void 218. See also Essence Shaping. Gauru 31, 44, 61, 76, 94, 97, 102, 103, 108, 179,
Evasion Gift 26, 47, 84, 123-124 287
Eviscerate 120. See also New Moon’s Gift. Hishu 32, 61, 77, 94, 96
Exceptional Success 159. See also Dice.
Exit Strategy 124. See also Evasion Gift. Urhan 25, 62, 77, 94, 97
Expel 146. See also Rites, Pack. Urshul 62, 77, 94, 97
Experience 84, 85 Forsaken 76. See also Uratha.
Full Moon’s Birth Merit 305. See also Wolf-Blooded.
Costs 84 Full Moon’s Gift 84, 117-118. See also Rahu.
Gifts 115 Funnel-Web 203
Totem 92 Furious Madness 221. See also Idigam, Dread Powers.
Expression Skill 18, 84, 157
Extreme Environments 173 G
Eyes of the Dead 122. See also Death Gift.
Eye Spy 210. See also Dread Powers. Gagh-Azur. See Mouth of the Depths, the.
Garble 133. See also Technology Gift.
F Gargoyles. See Lodge, Gargoyles.
Gathra 181
Fae 42 Gauntlet. See Shadow, Gauntlet.
Fading Merit 106 Gauntlet Cloak 210. See also Dread Powers.
Failure 85, 159. See also Dice. Gauntlet Manipulation 218. See also Essence Shaping.
False Father, the 232, 236. See also Idigam. Gauntlet Webs 210. See also Dread Powers.
Fame Merit 111 Gaze of the Moon 136. See also Change Gift.
Family Pack, the 238 Ghost Child Merit 304. See also Wolf-Blooded.
Farsil Luhal. See Iron Masters. Ghost Eater 192. See also Numina.
Fatima ‘Ahlaam al-Dam 251 Ghost Manipulation 218. See also Essence Shaping.
Father Wolf 9, 33, 35, 37, 38, 40, 43, 44, 46, 47, 48, 49, Ghost Wolves 33, 49-50, 52, 69, 77, 82, 84
64, 76, 97, 178, 212, 232 Firstborn 49
Father’s Form, the 137, 287. See also Change Gift. Gatherings 50
Favored Form Merit 106 Gifts 50
Fearless Hunter 127. See also Inspiration Gift. Hunt 50
Feet of Mist 123. See also Evasion Gift. Prey 50
Fenris-Ur 33, 34, 35, 46, 53, 249. See also Blood Talons. Ghosts. See Hunters in Darkness.
Fenris-Ur’s Blood Merit 304. See also Wolf-Blooded. Gibbous Moon’s Birth Merit 305. See also Wolf-Blooded.
Fetish 27, 76, 146-149 Gibbous Moon’s Gift 84, 118-119. See also Cahalith.
Creating 146 Gifts 64, 76, 77, 83, 84, 85, 99, 114-138, 285
Effects 147
Identifying 146 Activating 100
Rite 141, 146 Clash of Wills 115
Storing Essence 100 Facets 85, 114, 147
Talens 146, 147 Facet Modifiers 114
Few Against Many Pack 272 Moon 84, 85, 99, 114, 115-121
Finesse 184 Shadow 84, 85, 99, 114, 121-136
Firearms Skill 156 Supernatural Conflict 115
Fire Elemental 210. See also Dread Powers. Unlocking 85, 99
Fire Walkers Pack 269 Using 114
Firestarter 192. See also Numina. Wolf 84, 85, 99, 114, 136-138
Firstborn 15, 33, 34, 37, 40, 43, 46, 53, 68, 76, 106 Gir’shedu. See Berserker Wolves.
First Change 17, 21, 25, 27, 28, 32, 49, 57, 99, 104, 291, Glorious Lunacy 122. See also Dominance Gift.
297, 300 Glory. See Renown, Glory.
First Impressions 164 Gnaw Gauntlet 210. See also Dread Powers.
First Tongue 57, 76, 98 Goals. See Social Maneuvering.
Flanking Merit 108 Grapple 96, 97, 167
Fleet of Foot Merit 111 Grasp of Howling Winds 136. See also Weather Gift.
Flesh of Earth 123. See also Elementals Gift. Great Hunt 146, 212. See also Rites, Pack.
Flesh, world of 8, 33, 63, 64, 65, 104 Gridlock Puzzle 148. See also Fetish.
Fog of War 124. See also Evasion Gift.
Forge Alliance 142. See also Rites, Wolf. H
Forge Claimed 219. See also Forge Servant.
Forge Empty Wolf 219. See also Forge Servant. Half Moon’s Birth Merit 305. See also Wolf-Blooded.
Forge Flesh-Bound Spirit 219. See also Forge Servant. Half Moon’s Gift 84, 119-120. See also Elodoth.
Hallucination 192. See also Numina.
Harmony 9, 16, 29, 36, 39, 46, 83, 84, 87, 102, 104-105.
See also Touchstones.
Bans 104
Breaking Point 87, 100, 104
Index
Index
Levels 105 Earth-Bound 212
Reaching 100, 104 Essence 216
Shapeshifting 96, 100, 104 Essence Shaping 217
Storytelling 285 Formless 216
Harness the Cycle 143. See also Rites, Pack. Influence 216
Hassan ibn al-Ab al-Dh’ib 252 Moon-Banished 212
Hate-Monger 208
Healing 60, 100, 171 Rank 216
Essence 60, 100 Storytelling 285
Regeneration 60, 93, 97, 100, 286 Ili Sugin’dab 226. See also Deceiver Lune, the.
Hearing. See Senses, Wolf. Ilthum. See Spirits, Ilthum.
Hearing Whispers Merit 106 Imadih Shedu. See False Father, the.
Heart of Water 123. See also Elementals Gift. Iminir. See Storm Lords.
Heavenly Fire, the 236, 240. See also Idigam. Impartial Mediator Merit 106
Heavens Unleashed 135. See also Weather Gift. Implant Mission 192. See also Numina.
Helions 181 Impossible Spoor 137. See also Hunting Gift.
Helios 72, 73, 181 Incite Fury 130. See also Rage Gift.
Health 83, 84 Indomitable Merit 111
Hidden Path 145. See also Rites, Pack. Influence. See Spirits, Influence.
Hikaon-Ur 33, 40, 41, 46. See also Hunters in Darkness. Initiative 83, 165
Hikaon-Ur’s Blood Merit 304. See also Wolf-Blooded. Spirits 185
Hirfathra Hissu. See Bone Shadows. Innocuous 192. See also Numina.
Hisil. See Shadow, Hisil. Insight Gift 22, 39, 51, 84, 125-127
History 64 Inspiration Gift 18, 36, 84, 127
Hit and Run 124. See also Evasion Gift. Inspiring Merit 111
Holmes County, Ohio 262 Instinctive Defense Merit 109
Home Ground 210. See also Dread Powers. Integrity 101, 104
Honed Senses 137. See also Hunting Gift. Intelligence. See Attributes, Mental.
Honor. See Renown, Honor. Interface 211. See also Dread Powers.
Hook Hand. See Lodge, Hook Hand. Intimidation Skill 32, 84, 157
Host Jump 192. See also Numina. Investigation Skill 22, 84, 155
Hosts 29, 33, 34, 40, 41, 42, 62, 64, 77, 202-205, 215 Iron Masters 19, 23, 26, 29, 32, 36, 39, 42, 43-45, 48, 50,
Azlu 72, 76, 203, 254 51, 77, 83, 84, 215
Beshilu 40, 72, 76, 203, 257
Kani 272 Firstborn 43
Semi 272 Gatherings 45
Humans 205, 215 Gifts 45
Hundred Days. See Lodge, Hundred Days.
Hunt of Fire and Ice 136. See also Weather Gift. Hunt 45
Hunt Under Iron Skies 136. See also Weather Gift. Kul kisura udmeda 43, 71
Hunter’s Aspect 98
Merit 107
Blissful 26 Prey 44
Dominant 32 Rites 142
Monstrous 18 Iron Slave 134. See also Technology Gift.
Mystic 29 Iron Will Merit 111
Isolating 22 Irraka 18, 22, 24-26, 29, 32, 53, 77, 82, 84
Hunters in Darkness 19, 23, 26, 29, 32, 36, 39, 40-42, 43, Auspice Benefit. See Closer Than You Thought.
45, 48, 50, 51, 77, 82, 84, 215 Auspice Renown 26
Firstborn 40 Auspice Skills 26
Gatherings 42 Gifts 26
Gifts 42 Hunter’s Aspect 26
Hunt 42 Silih’mamu firha 24
Merits 107 Irregulars 255
Nu mus halhala 40, 71 Isim-Ur 53
Prey 41 Ithaeur 18, 22, 25, 27-30, 32, 37, 77, 82, 84
Rites 145 Auspice Benefit. See Spirit Howl.
Hunter’s Senses 210. See also Dread Powers. Auspice Renown 29
Hunter Waits, the 132. See also Stealth Gift. Auspice Skills 29
Hunting Gift 137-138 Gifts 29
Hunting Ground 15, 143. See also Rites, Pack. Hunter’s Aspect 29
Hurmas-hi. See Cahalith. Duth thu Uremehir 27
Hypnotic Gaze 211. See also Dread Powers.
J
I
Jenny Greenteeth. See Lady Avona.
Idigam 9, 77, 197, 212-214 Juggernaut 211. See also Dread Powers.
Ban & Bane 214, 217
Coalesced 216 K
Dread Powers 217, 220-222
Kadaitcha 268
Kamduis-Ur 33, 37, 38, 43, 46. See also Bone Shadows.
Kamduis-Ur’s Blood Merit 304. See also Wolf-Blooded.
Karasu 271
320
Kig-Ur 38 Mawspawn 244 321
Killer Instinct 117. See also Full Moon’s Gift. Maze 211. See also Dread Powers.
Kindle Fury 140. See also Rites, Wolf. Maze Ward 134. See also Warding Gift.
Knotted Paths 129. See also Nature’s Gift. Medicine Skill 29, 84, 155
Knowledge Gift 18, 45, 84, 127-128 Memento Mori 121. See also Death Gift.
Know Thy Prey 128. See also Knowledge Gift. Meninna. See Hunters in Darkness.
Kuruth. See Death Rage. Mentor Merit 111
Merits 83, 84, 92, 105-113
L
General Werewolf Merits 105-108
Lady Avona 257 Human Merits 110-113
Language Merit 111 Losing and Replacing 105
Larceny Skill 26, 84, 156 Werewolf Fighting Merits 108-110
Lay Low the Challenger 122. See also Dominance Gift. Wolf-Blooded 90
Lead the Lesser Pack 123. See also Dominance Gift. Messenger 140. See also Rites, Wolf.
Leap 211. See also Dread Powers. Moldywarp 131. See also Shaping Gift.
Left-Handed Spanner 192. See also Numina. Monstrous Resilience 211. See also Dread Powers.
Legends 9 Moon. See Luna.
Lilia’izi 239 Moon-Banished. See Idigam.
Living Weapon Merit 107 Moon-Kissed Merit 107
Locus 44, 65, 71, 72, 77, 100, 104, 106, 179. See also Moon’s Mad Love 144. See also Rites, Pack.
Shadow, Gauntlet. Moot 36
Creating 179 Mortal Mask 192. See also Numina.
Locus Manipulation 218. See also Essence Shaping. Mother Wolf 15, 40
Lodges 51, 68, 77 Mouth of the Depths, the 241, 245. See also Idigam.
Chronicle 53 Movement 168. See also Speed.
Dreaming 267 Going Prone 168
Mus-rah 40
Eaters of the Dead 52
Einherjar 51 N
Field, of the 274, 277
Nat Dory 252
Gargoyles 53 Natural Weapons 211. See also Dread Powers.
Hundred Days 51 Nature’s Gift 42, 84, 129-130
Hook Hand 51 Nature’s Lure 129. See also Nature’s Gift.
Quicksilver Children 216 Needle 127. See also Knowledge Gift.
Roman Ritual 52 New Moon’s Gift 84, 120-121. See also Irraka.
Shield 51 Nick “Wildfire” May 268
Sleepless Earth 68 Nightmare Plague 222. See also Idigam, Dread Powers.
Lore of the Land 128. See also Knowledge Gift. Ni-zu tag 42
Lost Pups. See Ghost Wolves. Numina 186, 191
Lu’im Iduth. See Deceiver Lune, the. No Moon’s Birth Merit 305. See also Wolf-Blooded.
Lul’Aya. See False Father, the. Nowhere to Run Merit 107
Luna 9, 15, 33, 49, 64, 72, 73, 77, 181, 212
Luna’s Embrace 136. See also Change Gift. O
Lunacy 77, 101, 104
Breaking Point 101 Oath of the Moon 20, 22, 31, 35, 68-71, 77, 100
Forms 96, 97, 101 Do Not Eat the Flesh of Man or Wolf 70
Groups 101 The Herd Must Not Know 70
Storytelling 286 The Low Honor the High, the High Respect the Low
Supernaturals 102 69
Witnessing Regeneration 93 The People do not Murder the People 69
Lunatic Inspiration 127. See also Inspiration Gift. The Uratha Shall Cleave to the Human 70
Lunes 68, 71, 73, 77, 98, 181, 215 The Wolf Must Hunt 68
Cahalunim 76 Oathbreakers 71, 77
Elunim 76 Respect Your Prey 70
Irralunim 77 Tribal Vows 70-71
Ithalunim 77 Objects 172
Lycaon-Ur 273, 276 Occult Skill 29, 84, 155
Omen Trance 192. See also Numina.
M One Million Eyes 218. See also Essence Shaping.
One Step Ahead 126. See also Insight Gift.
Macdonnell Ranges, Australia 266
Mad Fecundity 222. See also Idigam, Dread Powers. P
Mages 39, 44
Maeljin 76, 179 Pack 8, 15, 63, 65, 83, 89-92, 103, 104, 107. See also Totem.
Manifestation 179, 182, 186, 187 Creating 89
Conditions 186 Composition 90
Effects 186, 187 Gifts 138
Manipulation. See Attributes, Social.
Mash’ng Idud 235 Humans 91
Maw of Madness 138. See also Pack, Gifts. Hunting 64, 65
Judgement 71
Index
Index
Prelude 92 Raised By Wolves Merit 305. See also Wolf-Blooded.
Prey 65, 70 Range. See Weapons, Range.
Protectorate 66 Rank 99, 186
Solitary werewolves 63 Rapture 192. See also Numina.
Territory 65, 66, 103, 107, 298 Ravening Wolf. See Isim-Ur.
Wolf-Blooded 90, 297, 298 Reaching 72, 100, 179. See also Shadow, Gauntlet.
Pack Awareness 138. See also Pack, Gifts. Gauntlet Strength 101
Pack Bond Merit 305. See also Wolf-Blooded. Modifiers 101
Pack Dynamics Merit 107 Read the World’s Loom 125. See also Insight Gift.
Pack Kin 129. See also Nature’s Gift. Reality Stutter 211. See also Dread Powers.
Pack Stalks the Prey 132. See also Stealth Gift. Red Claw 35
Pack Triumphs Together 127. See also Inspiration Gift. Red Minister 204
Pangaea 57, 64, 77, 212 Red Wolf. See Sagrim-Ur.
Panopticon 117. See also Crescent Moon’s Gift. Regenerate 192, 211. See also Dread Powers and Numina.
Pathfinder 192. See also Numina. Regeneration. See Healing, Regeneration.
Parkour Merit 112 Reflected Facets 138. See also Pack, Gifts.
Penitent, the. See Ili Sugin’dab. Relentless Assault Merit 109
People, the. See Uratha. Relentless Hunter 120. See also New Moon’s Gift.
Perfected Rage 130. See also Rage Gift. Rending Claws 133. See also Strength Gift.
Perfection of Form 131. See also Shaping Gift. Renown 83, 84, 85, 98-100, 114
Perception 94, 96, 97, 98
Persuasion Skill 18, 84, 157 Buying 99
Pierce Mind 211. See also Dread Powers. Cunning 26, 45, 83, 99
Plague King. See Hosts, Beshilu. Facets 85, 114
Poison 173 Gifts 114
Politics Skill 22, 84, 155 Glory 18, 36, 51, 82, 84, 99
Power 184 Honor 22, 48, 83, 84, 100
Predator’s Claim 135. See also Warding Gift. Increasing 99
Predator’s Shadow 132. See also Stealth Gift. Purity 31, 32, 35, 82, 100
Predator’s Unmatched Pursuit 132. See also Strength Gift. Storytelling 286
Pregnancy 294 Wisdom 29, 39, 82, 100
Presence. See Attributes, Social. Residential Area Merit 107
Prey on Weakness 125. See also Insight Gift. Resistance 184. See also Actions, Resistance.
Primal Allure 122. See also Dominance Gift. Resolve. See Attributes, Mental.
Primal Fear. See Forms, Gauru. Resonance Sharer Merit 107
Primal Strength 132. See also Strength Gift. Resources Merit 112
Primal Urge 46, 83, 84, 85, 93, 102 Retainer Merit 112
Essence 100 “Reverend” Lauren McLeroy 268
Levels 93 Ridden 34, 47, 77, 207-209. See also Claimed and Urged.
Purchasing 85, 93 Rites 83, 84, 85, 138-146
Senses 94 Learning 85, 139
Storytelling 286 Other Ritemasters 143
Prophetic Dreams 18 Pack 142-146
Protectorate. See Packs, Protectorate. Roll Results 139
Punishment. See Oath of the Moon, Oathbreakers. Storytelling 286
Pure, the 33, 36, 39, 42, 45, 48, 49, 50, 64, 68, 69, 197, Suggested Modifiers 139
215, 234 Using 139
Fire-Touched 197, 262 Wolf 139-142
Ivory Claws 197, 262 Rock City 260
Predator Kings 198, 261 Roll. See Dice.
Purification 222. See also Idigam, Dread Powers. Roman Ritual. See Lodge, Roman Ritual.
Purity. See Renown, Purity. Running Silent 132. See also Stealth Gift.
Putting it on the Line 292 Rust-Talon Bindings 148. See also Fetish.
Q S
Quicksilver Flesh 137. See also Change Gift. Sacred Hunt, the 9, 20, 27, 64, 100, 140. See also Siskur-Dah
and Rites, Wolf.
R Safe Place Merit 112
Sagrim-Ur 33, 43, 44, 46. See also Iron Masters.
Raiment of the Storm 145. See also Rites, Pack. Sagrim-Ur’s Blood Merit 304. See also Wolf-Blooded.
Rage Gift 84, 130-131 Sag’suga Isim. See Endless, the.
Raging Lunacy 131. See also Rage Gift. Scent Beneath the Surface 119. See also Half Moon’s Gift.
Rahu 18, 22, 25, 29, 30-32, 35, 82, 84 Scent the Unnatural 126. See also Insight Gift.
Science Skill 155
Auspice Benefit. See Tenacious. Sculpt 131. See also Shaping Gift.
Auspice Renown 32 Seek 193. See also Numina.
Auspice Skills 32 Seeking Wolf. See Kig-Ur.
Gifts 32 Self-Control Merit 107
Hunter’s Aspect 2 Senses 62, 94
Nu muth, nu zu-tha 31
322
Across the Gauntlet 95 323
Human 94
Spirit 94 Sly Hunter 119. See also Half Moon’s Gift.
Storytelling 286 Smell. See Senses, Wolf.
Wolf 94 Snare 211. See also Dread Powers.
Shadow, the 8, 15, 20, 27, 29, 33, 37, 38, 43, 50, 51, 63, Snarl of the Predator 123. See also Dominance Gift.
64, 65, 66, 67, 71-76, 104, 178 Social Maneuvering 163, 182
Barrens 76, 179 Socialize Skill 158
Day 73 Song in Your Heart Merit 107
Distance 75 Soul Furance 222. See also Idigam, Dread Powers.
Soul Slave 222. See also Idigam, Dread Powers.
Gauntlet, the 38, 41, 47, 63, 64, 65, 66, 71, 73, Sounds of the City Merit 107
76, 94, 100, 101, 178, 202 Sparkblood Seneschal 201
Speed 83, 84, 158
Glades 75, 179 Numina 193
Hisil 72, 77, 98, 100, 104, 178 Species 159
Night 73 Spirits 185
Places-That-Aren’t 75 Spinner-Hag 40
Resonance 71, 285 Spirit Dominion 222. See also Idigam, Dread Powers.
Rural 74 Spirit Howl 29
Shoals 75, 179 Spirit Interrogation 222. See also Idigam, Dread Powers.
Storytelling 286 Spirit Manipulation 218. See also Essence Shaping.
Urban 73 Spirit Master. See Ithaeur.
Wounds 76, 77, 103, 179 Spirit Thieves 208
Shadowbind 141. See also Rites, Wolf. Spirit Whispers 115. See also Crescent Moon’s Gift.
Shadowcall 145. See also Rites, Pack. Spirit, world of 8, 33, 65, 77, 104. See also Shadow, the.
Shadow Gaze 115, 214. See also Crescent Moon’s Gift. Spirits 38, 39, 67, 71, 179, 200, 215. See also Banes, Essence
Shadow Hunter 116. See also Crescent Moon’s Gift. and Manifestation.
Shadow Masquerade 116. See also Crescent Moon’s Gift. Artificial 181
Shadow Pelt 131. See also Stealth Gift. Bans 185
Shadow Stalkers Pack 264 Conceptual 181
Shadow Thunderhead Mask 149. See also Fetish. Court 72
Shadow Warp 218. See also Essence Shaping. Crossing Over 182
Shadow Wraith 202 Dormancy 183
Shaping Gift 29, 45, 84, 131
Shapeshifting 96. See also Forms. Dihar 76, 180
Belongings 96 Elementals 181
Shartha 15, 33, 41, 42, 203, 271 Ensih 76, 180
Sheep’s Clothing. See Forms, Hishu. Gifts 114
Shelled Crawler 244 Healing 179
Shield. See Lodge, Shield. Hursih 77, 180, 182
Shield-Breaker 131. See also Shaping Gift. Ilthum 72, 74, 77
Shifting 222. See also Idigam, Dread Powers. Ilusah 77, 180
Shutdown 134. See also Technology Gift. Influence 186, 187
Sift the Sands 128. See also Knowledge Gift. Language 185
Sign 193. See also Numina. Magath 74, 77, 181
Silver 9, 101, 104, 287 Muthrum 77, 180
Silver Scars Pack 265 Names 73
Siskur-Dah 15, 28, 34, 35, 37, 40, 43, 45, 46, 68, 77, 100, 104 Nature 181
Primal Urge 93 Politics 180
Storytelling 283 Possession 182
Sin-Eaters 48 Resonance 179
Size 83. See also Objects. Rank 180, 183
Spirits 185 Rural 75
Skills 82, 84, 154-158 Umia 72, 74, 77, 181
Urban 74
Mental 154-155 Spiritual Blockage Merit 109
Pack 92 Spooks. See Bone Shadows.
Spoor. See Tracking.
Penalty 154, 160 Staff Merit 113
Physical 155-157 Stalker. See Irraka.
Social 157-158 Stalker’s Lament 147. See also Fetish.
Specialties 82, 84, 92, 158 Stalwart 193. See also Numina.
Starting 82, 84, 154 Stamina. See Attributes, Physical.
Skin-Taker 211. See also Dread Powers. Star Herald 240
Skin Thief 136. See also Change Gift. Status Merit 113
Skolis-Ur 33, 46, 47, 48. See also Storm Lords. Stealth Gift 26, 42, 84, 131-132
Skokis-Ur’s Blood Merit 304. See also Wolf-Blooded. Stealth Skill 26, 84, 157
Sky-Caller Trinket 149. See also Fetish, Talens. Steel Wolf 148. See also Fetish.
Slaughterer 130. See also Rage Gift. Still Small Voice 127. See also Inspiration Gift.
Sleight of Hand Merit 113 Storm Coil 148. See also Fetish, Talens.
Slip Away 120. See also New Moon’s Gift.
Index
Index
Storm Lords 19, 23, 26, 29, 32, 36, 39, 42, 45, 46-48, 50, Tension Pool 291
52, 77, 83, 84, 215 Territory. See Packs, Territory.
Themes 8
Firstborn 46 Thief of Gifts 219. See also Essence Shaping.
Gatherings 48 Thihirtha Numea. See Ghost Wolves.
Gifts 48 This Story is True 128. See also Knowledge Gift.
Thousand-Throat Howl 118. See also Gibbous Moon’s Gift.
Hunt 48 Thu Ibiru 36
Merits 108 Ties of Blood and Bone 120. See also Half Moon’s Gift.
Nu si gid namtar 46, 71 Ties of Word and Promise 120. See also Half Moon’s Gift.
Prey 47 Tilts 178, 312-313
Rites 145 Applying 178
Story. See Time. Arm Wrack 132
Storyteller 10, 281 Blinded 312
Responsibilities 10 Earthquake 312
Ten Commandments 281-283 Heavy Winds 312
Streetwise Skill 95, 158 Knocked Down 313
Strength. See Attributes, Physical. Leg Wrack 313
Strength Gift 32, 36, 84, 132-133 Poisoned 313
Striking Looks Merit 113
Strings of the Heart Merit 108 Regeneration 94
Structure. See Objects. Stunned 22, 313
Subterfuge Skill 26, 84, 158 Tracking 178
Success 159. See also Dice. Time 162
Sundering, the 64, 77 Tireless Hunter 137. See also Hunting Gift.
Supplication 145. See also Rites, Pack. Tokyo, Japan 269
Supporting characters 91 Tongue of Flame 123. See also Elementals Gift.
Surprise. See Combat, Surprise. Totem 77, 89, 91
Survival Skill 32, 84, 95, 157 Advantage 92
Suthar Anzuth. See Blood Talons. Aspiration 92
Swift 211. See also Dread Powers. Attributes 92
Sympathetic Merit 113 Ban 92
Creating 91
T Essence 92
Merit 108
Tactical Shifting Merit 110 Points 92
Talens. See Fetish, Talens. Storytelling 287
Technology Gift 45, 84, 133-134 Totemic Empowerment 143. See also Rites, Pack.
Telekinesis 193. See also Numina. Totem’s Wrath 138. See also Pack, Gifts.
Tell Merit 305. See also Wolf-Blooded. Touchstone 83, 84, 85, 87-88, 105
Tells 90, 291, 300. See also Wolf-Blooded. Losing 87
A Wolf’s Meat 300 Pack 89
Anger Issues 300 Physical 87
Bite 300 Spiritual 87
Bitten 300 Storytelling 287
Clever Fingers 301 Toxic Bite 211. See also Dread Powers.
Devil Inside 301 Toxins 94
Evil Eye 301 Tracker’s Lantern 147. See also Fetish.
Exciting 301 Tracking 95
Familiar 301 Blood 95
Fuck Ugly 301 Contested 95
Horse 301 Modifiers 95
Host-Ache 301 Uncontested 95
Liar’s Skin 302 Traits 153, 184
Marker 302 Tribes 33, 68, 84
Moon Marked 302 Of the Moon. See Forsaken.
Phantom Pack 303 Triggers. See Death Rage, Triggers.
Piercing Eyes 303 Turn. See Time.
Second Skin 303 Twilight 183
Twilight Purge 141. See also Rites, Wolf.
Shape-Shifted 303
Shadow Twin 303 U
Skinner 303
Spirit Double 303 Umia. See Spirits, Umia.
Strong Scent 303 Unchained 132. See also Strength Gift.
Third Nipple 303 Unity 127. See also Inspiration Gift.
Tongues 304 Unmake 133. See also Technology Gift.
Waystone 304 Unseen Sense Merit 113
Wolf-Sign 304 Urdam 225. See also Deceiver Lune, the.
Tenacious 32
Tengu 271
324
Uremehir. See First Tongue. 325
Urfarah. See Father Wolf.
Urfarah’s Bane 142. See also Rites, Wolf. Firearms 169
Uratha 9, 33, 57, 64, 77, 89, 283 Improvised 101, 168
Urged 23, 77, 182, 190, 208. See also Conditions, Urged. Melee 170
Range 167
V Reloading 168
Silver 101
Vahestabad 250 Weaponry Skill 157
Vampires 36, 44, 50 Weather Gift 47, 84, 135-136
Gull 258 Weles Pack 276
Veil 142. See also Rites, Wolf. Wellspring 144. See also Rites, Pack.
Venomous Ichor 211. See also Dread Powers. Whisper Knife 148. See also Fetish.
Vice 158 Willpower 83, 84, 85, 159, 165
Virtue 105, 158 Bonus 159
Vision. See Senses, Wolf. Regaining 85, 87, 101, 158
Visionary. See Cahalith. Spirits 184, 185
Voice of Glory 118. See also Gibbous Moon’s Gift. Winter Wolf. See Skolis-Ur.
Voyager Cult 271-272 Wisdom. See Renown, Wisdom.
Witch-Poppet 147. See also Fetish, Talens.
W Wits. See Attributes, Mental.
Wolf-Blooded 9, 20, 22, 28, 47, 50, 52, 63, 69, 70, 77, 89,
Walker Between. See Elodoth. 90, 91, 296-305. See also Tells.
Wall Climb 211. See also Dread Powers. Becoming 101, 102, 296
Warcry Merit 110 Creating 300
Wardens. See Iron Masters. Lunacy 102
Warding Gift 22, 42, 84, 134-135 Moon Birth Merits 304-305
War Howl 118. See also Gibbous Moon’s Gift. Moon-children 296
Warp Shard 211. See also Dread Powers. Quick Reference 91
Warriors. See Rahu. Spontaneous 102
Warrior’s Hide 117. See also Full Moon’s Gift. Supporting 90
Wasu-Im. See Death Rage, Soft. Tribal Affiliate Merits 304
Water Elemental 212. See also Dread Powers. Wolf-Blooded Merits 305
Weaken the Prey. See Forms, Urshul. Wolf-children 296
Weakest Link Merit 108 Wound. See Damage.
Weapons 168-169 Wroclaw, Poland 273
Armor-piercing 169
Autofire 167 Z
Zathu. See Shadow, Gauntlet.
Index
Name: Blood: Auspice:
Player: Bone: Tribe:
Chronicle: Concept: Lodge:
Power ATTRIBUTES
Finesse
Resistance Intelligence OOOOO Strength OOOOO Presence OOOOO
Manipulation OOOOO
Wits OOOOO Dexterity OOOOO Composure OOOOO
Resolve OOOOO Stamina OOOOO
SKILLS OTHER TRAITS
Mental Merits Health
(-3 Unskilled)
____________________________________________________________________________________________________________________________________________________________________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (+2 Dalu Form, +4 Gauru Form, +3 Urshul Form)
ACPOCSMIconrocceilaamvceidtfuednipitsceclcutstimsen__ti__ge__ie__ca_r___s_t_______i__o_______n_______________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Renown OOOOOOOOOOOOOOOO
Physical
(-1 Unskilled) HWCPGuuoliosrnnridotnyory_imn____g_____________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOO
Willpower
DLFSSABWiutarrtreeairrehvaacvwalepeelirtvl_ont_mha_niy_cl__sr___s___y________________________________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Aspirations
OOOOOOOOOO
Social _______________________
_______________________
(-1 Unskilled) _______________________ Primal Urge
_______________________
ISPSEESAtouexmnnrcprbtipesimrtiaaumeeelattsairzislhwdsfeiKiyuoaio_s_entgn_e_ni_e__o_______n____________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOO
Conditions
Essence
_______________________
_______________________
_______________________
_______________________
Flesh Touchstone
________________
Harmony
OOOOOOOOOO
Spirit Touchstone
________________
Kuruth Triggers
_P_as_s_iv_e_:____________________
________________
_C_o_m_m__o_n_:_________________
________________
_Sp_e_c_i_fi_c_:___________________
________________
Beats: Experiences:________
Aspirations 3 + 1 Totem • Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Auspice • Tribe • Primal Urge 1 • Renown 1 auspice, 1 tribe, 1 free • 1 Moon Gift,
2 Shadow Gifts, 1 Moon/Wolf Gift • Merits 10 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits + Athletics
Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Perception = Wits + Composure • Starting Harmony = 7 • Essence = 7
Hishu Dalu Gauru Urshul Urhan
(Human) (Near-Wolf) (Wolf)
(Near-Human) (Wolf-Man)
SMSttaarnemnipiguntlaah(t+(i+1o)1n:)_:(_-_1_)_:____________ SDSttearxemtneigrnitath(y+((+2+31)):)_::__________________ DSMStteaarxnemtniepigurnitlatah(yt+((i+2o+22)n:))(_:-:___1)___:________________ MDSteaaxnmtiepiurnilata(yt+(i1o+)2n:_)(-:__1)__:____________
SASPIDpienerzermfietcee:i_eodnapr_:ts_:t__ei_vi_:_o_e__n__:___(__+_____1__)___:________________________ SPDIASipenerzermfietcee(ieod+napr1(ts):+t_:ei1_vi):_o__e:n____:__(___+_____2_____)_:_______________________ PSSIDpienezerfietcee(ied+nap2(ts+t)ei4:vi_:o_)e_n:_(__(+__+1__)_3_:__)__:___________________ PDSSAIipenerzermfietcee(ieod+napr1(ts):+t_:ei7_vi:_o)__en:____((+____+2____3)____):_:________________________ ISPADSipenerzermfietcee(ieod-nap1r(ts):+t_:ei5_vi:_o_)e_n_:_(__(+___+_2___4)____:)___:______________________
Sheep’s Clothing Teeth/Claws +0L Teeth/Claws +2L Teeth +2L/Claws +1L Teeth +1L
Defense vs. Firearms (Initiative +3) Defense vs Firearms Chase Down
Moderate Lunacy
Mild Lunacy Defense vs. Firearms Weaken the Prey
Badass Motherfucker Full Lunacy
Regeneration
Rage
Primal Fear
TOTEM GIFTS AND RITES
_IEAWCSDSAI__ip___snneotsziesFPR___pfflrtielteei__o_ipleepr:nrui_nduwi__sn_oaabee_ci:__w_tss_steusn_e:e__i_t_sir_evtc_:o:__ea__:___reee__n:__n___:__s:_s___:______:c_:___________e______________:________________________________________________________________________________________OOO_________________OOO___________________OOO____________OOO____________OOO____________ Moon Gifts
N__u_m__in_a_:_________________________________
_______________________ ___________________OOOOO ___________________OOOOO
B__o_n_u_s_e_s:_________________________________
_______________________ Shadow Gifts Wolf Gifts
B__a_n_:______________________________________
Bane:___________________ _________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
Rites
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
_________________________ _________________________
Allies EXPANDED MERITS Resources
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Contacts Retainer
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Language Status
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Mentor Other(______________)
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Gear(Carried) POSSESSIONS Equipment(Owned)
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Fetishes Misc
____________________________________ ____________________________________
____________________________________ ____________________________________
____________________________________ ____________________________________
Auspice Ability Experience
NN__ao_tm_ee_s::_____________________________________________________________________________________________ Total:
____________________________________
____________________________________ Total Spent:___________________________
Weapon/Attack COMBAT Armor
Damage Range Clip Size Strength Cost SDSRptaeertfeeienndngg:s_:te__h:___:____________________________________________________________________
D__e_s_cr_i_p_t_io_n_:_______________
_________________________
HISTORY
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
_____________________________________________________________________________
NHRESDAeyaagaaxectietr:see_:i:_o::____o_n____f_a____B_l___i_t_i___r_y__t___:___h______:_________________________________________________________________________________ ______D__E__S_C__R_I_P__T_I_O_N________________________________
Height Weight ____________________________________________________
________________ ____________________________________________________
Hishu: ________________ ____________________________________________________
Dalu: ________________ ____________________________________________________
Gauru: ________________ ____________________________________________________
Urshul: ________________ ____________________________________________________
Urhan: ____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
VISUALS
Pack Chart Character Sketch
Name: WOLF BLOODED
Concept:
Virtue:
Power Vice:
Finesse
Resistance ATTRIBUTES
Intelligence OOOOO Strength OOOOO Presence OOOOO
Manipulation OOOOO
Wits OOOOO Dexterity OOOOO Composure OOOOO
Resolve OOOOO Stamina OOOOO
SKILLS OTHER TRAITS
Mental Merits Health
(-3 Unskilled) OOOOOOOOOOOOOOOO
_________________________________________________________________________________________________________________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ®®®®®®®®®®®®®®®®
CCIMOASPconorcceilaamvceidtfuednipitsceclcutstimsen__ti__ge__ie__ca_r___s_t_______i__o_______n_______________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Willpower
Physical
(-1 Unskilled) OOOOOOOOOO
®®®®®®®®®®
BSSFADWLituarrtreeairrehvaacvwalepeelirtvl_ont_mha_niy_cl__sr___s___y________________________________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Integrity
Social
OOOOOOOOOO
(-1 Unskilled)
Aspirations SITDSipneezelfielte:e:_i_dna__:ts___ei_v__:__e___:_______________________________________
SPISESEAotuemxnnrcprbtipesimrtiaaumeeelattsairzislhwdsfeiKiyuoaio_s_entgn_e_ni_e__o_______n____________________________________________________OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
_______________________
_______________________
_______________________
_______________________
Notes
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
HUMAN HUMAN
Name:___________ Concept:___________ Name:___________ Concept:___________
_D_____ic___e___P___o___o___l___s:__________________________________________________________________OOOOOOOOOOOO D______ic___e___P___o___o___l___s:__________________________________________________________________OOOOOOOOOOOO
Willpower Willpower
OOOOOOOOOO OOOOOOOOOO
®®®®®®®®®® ®®®®®®®®®®
AVAILABLE NOW FOR
WEREWOLF THE FORSAKEN SECOND EDIT ION
WEREWOLF THE IDIGAM
THE FORSAKEN C H RONICLE
SECOND EDIT ION AN T H OLOGY
A new era for Werewolf: The For- Multiple stories that provide a richer
saken. A complete guide to playing look at the on-going battle between
a werewolf in the World of Darkness, the spirit world and the Forsaken as
with culture, powers, and antagonists. illuminated in the new Idigam Chron-
Hunting grounds from around the icle. Includes both new and classic
world build the Forsaken setting fiction.
like never before.
COM ING SOON FOR
WEREWOLF THE FORSAKEN SECOND EDIT ION
nWoD: Dark Eras – Starting with Vampire and culminating with Demon, each new World of Darkness game line is set in a unique,
historical setting that spans centuries and cultures worldwide. From 320 B.C.E. to the 20th century, each chapter puts the World of Dark-
ness in context for a specific event or Era, and offers locations, characters, new rules, and a wealth of story possibilities. The sections are
written for the currently available edition of the game line, but they are designed to be usable with any edition.
WtF II Condition Cards — Part of the new Werewolf the Forsaken Second Edition rules, Conditions add an additional layer of
consequence and reward to certain actions in the World of Darkness. Various things within the course of a game can cause Condi-
tions. These include exceptional successes, supernatural abilities, and really any situation where the Storyteller thinks they can be used to
heighten the drama of a game.