Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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236<br />
Chapter IV: Storytelling and Antagonists<br />
Background: Not every offspring a werewolf has is necessarily<br />
going to go through a First Change. <strong>The</strong> great majority<br />
remain human from the moment they’re born to the moment<br />
they die. Most languish in ignorance, never realizing that<br />
their heritage is any different from those of the people around<br />
them. Some discover the truth, however, when a sibling<br />
goes through his First Change or a long-lost parent shows up<br />
unexpectedly to warn of some bizarre but imminent danger.<br />
Those that have a stronger measure of werewolf blood are<br />
somewhat resistant to the Lunacy, and are slightly more sensitive<br />
to the workings of the spirit world. Some wolf-blooded<br />
who know the truth about the People’s existence are willing<br />
to contribute aid and favors toward their relatives’ unusual<br />
goals, but others resent and rightfully fear the monsters that<br />
have been revealed as part of their lives all along.<br />
Description: Functionally, wolf-blooded men or<br />
women look no different from any average men or women.<br />
<strong>The</strong>y dress as expected for their job and social status, and<br />
no hint of their spiritual or feral ancestry shows in their<br />
features. Those who are aware of their heritage or who interact<br />
with their werewolf family members regularly, tend<br />
to develop a slightly harried, paranoid look.<br />
Storytelling Hints: <strong>The</strong> wolf-blooded hunter knows<br />
that he’s no match for a werewolf pack, but he also knows<br />
that he can’t ignore their existence. Sooner or later, they’ll<br />
be back. He might be an ally for the right kind of pack, or he<br />
might be the kind of hunter who knows to pack silver bullets<br />
and won’t lose his mind when confronted with the Lunacy.<br />
Attributes: Intelligence 2, Wits 2, Resolve 2, Strength 2,<br />
Dexterity 3, Stamina 3, Presence 2, Manipulation 2, Composure<br />
3<br />
Skills: Animal Ken 1, Academics 2, Crafts 2, Drive 2,<br />
Empathy 1, Firearms 3, Occult 1, Medicine 2, Stealth 3,<br />
Streetwise 2, Survival 2, Weaponry 1<br />
Merits: Danger Sense, Fleet of Foot 1, Wolf-Blooded<br />
Willpower: 5<br />
Morality: 7<br />
Virtue: Fortitude<br />
Vice: Wrath<br />
Health: 8<br />
Initiative: 6<br />
Defense: 2<br />
Speed: 11<br />
Weapons:<br />
Type Damage Range Clip Dice Pool<br />
Remington M700 5 200/400/800 5+1 11(rifle)<br />
FEDERAL AGENT<br />
Quote: “<strong>It</strong>’s good of you to take the time to talk to me.<br />
Now, please tell me again what you told my partner for the<br />
tape, speaking clearly and loudly. Thank you.”<br />
Background: <strong>The</strong> US government doesn’t know that<br />
werewolves are out there, but a few agents have their suspicions.<br />
While the average government employee has no<br />
more idea about the reality of the world than the average<br />
man on the street, a select group of federal agents devotes<br />
their energy to tracking, reporting and, if necessary, dealing<br />
with crimes that don’t seem to add up.<br />
Description: Federal agents have a habit of looking<br />
the same regardless of their particular specialties. Those<br />
involved in tracking werewolves and their ilk go out of<br />
their way to look exactly like you’d expect a federal agent<br />
to look: smart, inexpensive suit, concealed weapon and<br />
wallet with the appropriate credentials.<br />
Storytelling Hints: Federal agents are investigators,<br />
not soldiers. An agent arrives in a pack’s territory to gather<br />
information and intelligence, not to get into a fight with<br />
elements beyond her control or understanding. Most try<br />
to keep as low a profile as possible, while still making their<br />
presence widely enough known that people with appropriate<br />
information will come forward. An agent walks the<br />
difficult line between being open to information about the<br />
supernatural, without actually seeming to accept the idea<br />
that it exists.<br />
Attributes: Intelligence 4, Wits 4, Resolve 3, Strength 2, Dexterity<br />
4, Stamina 2, Presence 3, Manipulation 4, Composure 4<br />
Skills: Academics 2, Athletics 2, Brawl 2, Computer (Databases)<br />
3, Drive 3, Empathy 2, Firearms 4, Intimidation 2, Investigation<br />
(Crime-Scene) 2, Larceny 2, Occult 2, Persuasion 4,<br />
Science 2, Socialize 2, Stealth 2, Streetwise 2, Subterfuge<br />
(Misleading Statements) 3<br />
Merits: Allies 3, Danger Sense, Language (Arabic, Spanish),<br />
Quick Draw, Resources 3, Status 3<br />
Willpower: 7<br />
Morality: 6<br />
Virtue: Justice<br />
Vice: Pride<br />
Health: 7<br />
Initiative: 8<br />
Defense: 4<br />
Speed: 11<br />
Weapons:<br />
Type Damage Range Clip Dice Pool<br />
Glock 17 2 20/40/80 17+1 10(light pistol)<br />
Armor:<br />
Type Rating Defense Penalty<br />
Thin Kevlar Vest 1/2 0<br />
THE PURE TRIBES<br />
<strong>The</strong> ancient tales maintain that not all of the werewolves<br />
chose to participate in the replacement of Father<br />
Wolf. While many of the Uratha stepped up to do what<br />
had to be done, the ancestors of those who call themselves<br />
the Pure held back out of indecision (or possibly fear).<br />
<strong>The</strong>y shared in their cousins’ inheritance of Rage, but<br />
rather than accepting the duty of defending the material<br />
world against the ravages of the spirits, they turned<br />
their newfound power against their brothers and sisters<br />
instead. Now they live apart from the Tribes of the Moon,<br />
gathered in a culture tied together by hate — the hate<br />
their totems hold for the <strong>Forsaken</strong>, a hate they share. <strong>The</strong>y<br />
refuse to respect the boundaries of <strong>Forsaken</strong> pack territo-