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Werewolf: The Forsaken - Blank It

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MOOD<br />

As befits a game about creatures both wolf and<br />

human, the mood of <strong>Werewolf</strong> is two-pronged. On one<br />

hand, werewolves are creatures of savage violence, and<br />

a mood of fury — barely leashed or wholly unrestrained —<br />

is sure to permeate a story. On the other hand, the world<br />

of <strong>Werewolf</strong> is one of dark tension and strange mysteries,<br />

of things that owe very little to the “natural” world. <strong>The</strong><br />

layer of spirituality adds a more subtle form of menace to<br />

the mood. <strong>It</strong> adds a sense that the universe is more vast<br />

and frightening than humans will ever understand.<br />

HOW TO USE THIS BOOK<br />

This Introduction is a short overview of what to<br />

expect from the werewolves of <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong><br />

and the overall game-play experience.<br />

Chapter One reveals the world of the Uratha. <strong>It</strong> details<br />

their society and legends, as well as the entities that<br />

hunt them and that are hunted in turn.<br />

Chapter Two focuses on character creation and the<br />

traits granted thereby, from the strengths granted by moon<br />

sign and tribe to the strange powers that werewolves wrest<br />

from the Shadow Realm.<br />

Mechanical systems specific to werewolves are the focus<br />

of Chapter Three. <strong>The</strong>se systems represent the various capabilities<br />

and challenges common to all werewolves, from their<br />

powers of shapeshifting and rapid healing to the moral imperative<br />

of Harmony and the terrible dangers of the Death Rage.<br />

Storytelling is the main concern of Chapter Four.<br />

Here you’ll find advice on how to fine-tune a <strong>Werewolf</strong><br />

game into a dramatic, entertaining ride. <strong>It</strong> also provides<br />

antagonists to serve as the pack’s hunters or prey.<br />

Appendix One describes the spirit world, showcasing<br />

the animistic side of <strong>Werewolf</strong>. <strong>It</strong> shows what happens<br />

when werewolves enter the spirit wilds, and it provides the<br />

systems governing spirit creation.<br />

Finally, Appendix Two covers the sample setting of<br />

the Colorado Rockies, an area recently recovering from a<br />

shadow war. A pack can find plenty of opportunities there<br />

to carve out a territory and make a name for itself.<br />

SOURCES AND INSPIRATION<br />

Werewolves have been interpreted in many different<br />

ways. Yet too many werewolf movies or books either dial in<br />

the story with sensationalism or force werewolves to share the<br />

screen with other monster types (to regrettable effect). <strong>The</strong><br />

titles listed here are some of the more prominent examples of<br />

works that focus on the werewolf sufficiently to add interesting<br />

roleplaying ideas. <strong>The</strong> “Additional Inspirations” sections<br />

include titles that don’t necessarily feature werewolves but are<br />

thematically or dramatically suitable for consideration.<br />

FICTION<br />

Murcheston: <strong>The</strong> Wolf’s Tale by David Holland. A story<br />

about werewolves in the trappings of Victoriana, the real lure<br />

of the book is the journal kept by the werewolf. <strong>The</strong> werewolf<br />

character both welcomes his transformation and elaborates<br />

on the sensation of his hyper-acute senses — two things that<br />

are rarely seen from the werewolf’s point of view.<br />

Moon Dance by S. P. Somtow. This book paints a picture<br />

of conflict between immigrant European werewolves<br />

and Native American werewolves in the 1880s and doesn’t<br />

pull any punches. Very gory, but satisfying.<br />

Additional Inspirations<br />

King Rat by China Mieville, <strong>The</strong> Wolf by L. David<br />

Mech.<br />

MOVIES<br />

An American <strong>Werewolf</strong> in London, directed by John<br />

Landis. This is sometimes held up to be one of the first<br />

good werewolf movies since <strong>The</strong> Wolf Man. <strong>The</strong> lead<br />

character’s visions of the dead are a unique addition to<br />

the genre, and the transformation sequences are detailed<br />

with loving affection. <strong>The</strong> sequel, set in Paris, suffers from<br />

adopting CGI before CGI was ready for werewolves.<br />

<strong>The</strong> Howling directed by Joe Dante. Released the same<br />

year as An American <strong>Werewolf</strong> in London, this movie bothers<br />

less with black comedy and focuses more on pure horror.<br />

<strong>The</strong> original is a solid werewolf story, but the sequels<br />

aren’t worth the extra effort.<br />

Ginger Snaps directed by John Fawcett. A clever<br />

movie that documents a teenage girl’s coming of age side<br />

by side with her transformation into a werewolf. This<br />

movie isn’t as cute as its title would have you believe — in<br />

a good way. An excellent portrait of what a werewolf’s life<br />

just before the First Change can be like.<br />

Dog Soldiers directed by Neil Marshall. Billed as “not<br />

a werewolf movie with soldiers, but a soldier movie with<br />

werewolves.” <strong>It</strong>’s still a fine werewolf movie, even if the<br />

werewolves seem a touch low-budget. <strong>The</strong> werewolves<br />

are strong examples of how a solid pack is much more<br />

dangerous than a lone wolf, and the soldiers demonstrate<br />

teamwork a werewolf pack could learn from.<br />

<strong>The</strong> Wolf Man directed by George Waggner. <strong>It</strong> never<br />

hurts to have a foundation in the classics. This is where<br />

werewolves begin to be inextricably linked with silver.<br />

Wolf directed by Mike Nichols. Notable largely for the<br />

exploration of what it might be like to have lupine instinct<br />

guiding the way you deal with human problems. Another<br />

interesting take on life before the Change.<br />

Additional Inspirations<br />

Brotherhood of the Wolf, Predator, Wolfen, Princess<br />

Mononoke, <strong>The</strong> Blair Witch Project, Wolf’s Rain, <strong>The</strong> Ghost<br />

and the Darkness<br />

OTHER INSPIRATIONS<br />

Inspiration for a game can be found almost anywhere.<br />

Classical music such as Holst’s “Mars, the Bringer of War”<br />

or Mussorgsky’s “Night on Bald Mountain” can work well,<br />

as can a selection of powerful heavy metal songs. To go<br />

farther afield, the paintings of Goya might suggest the<br />

visual energy of a violent encounter, while journalistic<br />

How to Use This Book<br />

17

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