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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-

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