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Werewolf: The Forsaken - Blank It

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234<br />

Chapter IV: Storytelling and Antagonists<br />

could well be diverted into looking after more nebulous concepts<br />

than just a patch of land, though. Perhaps the characters<br />

have a nagging sense that no territory they visit is “quite<br />

right,” and their perpetual wanderings involve looking for a<br />

patch of Eden to call their own. That Eden might not even<br />

exist, but the werewolves may desire it all the same.<br />

If you choose to go this route, you’re swapping less<br />

up-front work for a heavier ongoing workload of preparation<br />

and creation. <strong>The</strong>re’s less need to spend time defining the<br />

details of the pack territory, for example, as the pack doesn’t<br />

hang around long in the same place. You’re going to have to<br />

create a pretty detailed picture of the key locations for each<br />

story, however, with very little expectation of being able to<br />

reuse them. Equally, many of the characters are likely to be<br />

there for only one story. <strong>The</strong> recurring characters in such<br />

a chronicle are likely to be fellow travelers, such as biker<br />

gangs, salesmen, truckers, spirits of the road and of travel,<br />

and the owners or residents of any road-side motels or restaurants<br />

that the characters visit with any frequency.<br />

Your stories are likely to be very episodic in such a game:<br />

new story, new location, new challenges. <strong>It</strong> is possible to build<br />

a larger story arc around such stories though, with each new<br />

challenge building up a picture of a greater conspiracy: a<br />

wholesale invasion by the Beshilu, say, or a plan by the Azlu<br />

to render the Gauntlet impassable in several cities simultaneously.<br />

Indeed, the road-trip chronicle is better suited to such<br />

big stories than the conventional location-based chronicle,<br />

which tends to focus on more local concerns.<br />

Incidentally, such vagrant packs make interesting<br />

occasional allies and antagonists in a more conventional<br />

chronicle. When the traveling werewolves turn up in the<br />

characters’ territory, there’s just no way to know if they<br />

bring bad news, aid, conflict or a whole pack of angry<br />

duguthim on their tails.<br />

SAMPLE STORIES<br />

<strong>The</strong> following is a selection of sample stories you can<br />

tell using <strong>Werewolf</strong> characters. Each one is good for at<br />

least a single-session story with no commitment, but you<br />

can combine some of them into more complex stories or<br />

a long-running chronicle. You could even take a single<br />

sample and expand it into the framework for an entire<br />

chronicle unto itself.<br />

• <strong>The</strong> Reluctant First Change: <strong>The</strong> local spirits grow<br />

agitated and take notice of one of the packmates’ relatives,<br />

or perhaps just a random person. <strong>The</strong> attention seems<br />

unusual at first until the poor soul starts losing control of<br />

his emotions and showing signs that his First Change is<br />

imminent. <strong>The</strong> werewolves follow him and keep an eye on<br />

him until the fateful event, but when it happens, the nuzusul<br />

panics and makes a run for it. He cannot accept what<br />

he’s become, he resists any overture the characters make to<br />

introduce him to werewolf society, and he flees the territory<br />

the first chance he gets. Do the werewolves hunt him down<br />

and try to force him to see reason, or do they just let him<br />

go, perhaps to become a Ghost Wolf?<br />

• <strong>The</strong> Other Hunters: <strong>The</strong> werewolves witness a<br />

group of almost a dozen scruffy-looking men and women<br />

chasing down a single victim who’s sorely wounded,<br />

fighting desperately and pleading for his life. This victim,<br />

however, turns out to be a fairly young vampire and his<br />

pursuers are self-appointed vampire-hunters who think<br />

they’re doing the world a favor. <strong>The</strong>se hunters scatter like<br />

crows if the werewolves get involved in the hunt, but if<br />

they can force themselves to resist the Lunacy, they turn<br />

against the werewolves en masse (regardless of which side<br />

the werewolves take). If the werewolves take the side of<br />

the solitary victim, however, the vampire pledges eternal<br />

gratitude and offers to act as an envoy between the pack<br />

and the larger vampiric society in the city of which the<br />

pack’s territory is a part. But can he be trusted?<br />

• Undesirable Refugees: A greater number of spirits<br />

than usual begins to push through the Gauntlet into the<br />

physical world. Some fetter themselves to resonant objects,<br />

others ride unwitting people, and still others simply<br />

choose to take their chances as immaterial manifestations.<br />

At first, their presence simply makes the werewolves’ job<br />

of maintaining the territory harder, but in time, it raises<br />

the issue of just what’s going on in the Shadow that makes<br />

life in the material world seem like an attractive option.<br />

When the werewolves slip across the Gauntlet to find out,<br />

they discover right away that a magath has come in from<br />

the spirit wilds and chosen the area around the pack’s<br />

locus as its hunting grounds. <strong>It</strong> has grown strong on the<br />

spirits it has already devoured, and it’s set its sights on the<br />

pack’s engum next if the werewolves don’t stop it.<br />

• <strong>The</strong> Ivory Claw’s Legacy: An inexperienced Ghost<br />

Wolf enters the pack’s territory, abases himself, and begs to<br />

be heard. He claims that werewolves of the Pure Tribes have<br />

been following him and trying to capture him for reasons<br />

unbeknownst to him. He asks for help and refuge within a<br />

compassionate pack’s territory until he can figure out what<br />

to do. If the characters offer to help, they soon find his fears<br />

grounded as Pure Tribe werewolves begin hunting for the<br />

Ghost Wolf in their territory. If they lose the Ghost Wolf,<br />

they might never know what this is all about. If they manage<br />

to keep him hidden and safe, however, an envoy from<br />

the Ivory Claws arranges to contact the pack on neutral<br />

ground. He claims that the “Ghost Wolf” is actually an<br />

Ivory Claw, and a treacherous villain of one at that. He’s<br />

only hiding in the territory because he wants to escape punishment<br />

for crimes he’s committed against the Pure. Before<br />

any details of those alleged crimes come out, the character<br />

admits his true lineage, declares his intention to renounce<br />

his tribe and begs the pack for asylum.<br />

• <strong>The</strong> Wolf-God Walks: On the fringes of the pack’s<br />

territory, people have been dying. However, very little is<br />

found of them — a severed hand or foot, a great splash<br />

of gore, a few shreds of clothing or hanks of bloody hair.<br />

When the pack investigates, the evidence hints that the<br />

kills seem to have been made by a wolf the size of a truck:<br />

clearly no mortal wolf, or even werewolf. Has a pack of

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