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Werewolf: The Forsaken - Blank It

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302<br />

Appendix II: <strong>The</strong> Rockies<br />

him. <strong>It</strong> paused for a moment, then bit him in the same<br />

place the creature had. Jack passed out.<br />

Many years later, Jack had attended and dropped<br />

out of college and worked his way through a disastrous<br />

and depressing string of failed jobs and relationships. His<br />

life was spiraling out of control and possibly taking his<br />

sanity with it, and one night he just snapped. He doesn’t<br />

remember (or won’t admit) the circumstances that led to<br />

it or what he did when his Rage finally boiled over, but<br />

he woke up in his bed the next morning, with his father<br />

standing over him. His father explained Jack’s heritage,<br />

and that he hadn’t thought that Jack was also a werewolf<br />

like him; he’d expected the Change to occur earlier in<br />

Jack’s life (just as it had when he, himself, had been<br />

younger). After that, Jack’s life was different. He tried to<br />

go back to school and balance it against his father’s harsh<br />

training, but he eventually dropped out again. Something<br />

had to give, and his father (who’d taken the rite name of<br />

Bearskull) was more convincing than any college advisor.<br />

After his Rite of Initiation, Jack surprised his father<br />

by agreeing to join the multi-tribe New Hope pack rather<br />

than join his father’s pack as Bearskull had hoped. Jack<br />

painted it as a chance to show the other tribes the old<br />

ways that only the Bone Shadows kept. His father suspects<br />

that the real reason was to avoid him, but he’s kept bitterly<br />

quiet. He even presented his son with a short fetish<br />

spear upon finishing his Rite of Initiation.<br />

Now, Jack tries to balance the worlds he walks between.<br />

His pack looks to him for leadership, not just because of his<br />

auspice, but because he’s a natural leader. He isn’t the wisest<br />

(Arden), the smartest (Nikki), the strongest (Gears) or the<br />

fastest (Amy), but he can see how to best use the strengths of<br />

the pack and create something more powerful than the sum<br />

of its parts. Of all of the pack, he’s the most “humanized, ”<br />

having had a relatively sedate suburban upbringing. He even<br />

manages to find time to take a class or two a semester, trying<br />

to finish his psychology degree. He knows he’ll never be able<br />

to attend medical school or practice, but he wants to finish<br />

it. He hates leaving things unfinished.<br />

Jack is in his early 30s, though he looks older. He<br />

dresses in dark colors and has a beloved leather jacket<br />

that’s survived his werewolf experiences so far. He has<br />

premature gray hair at his temples and piercing blue eyes.<br />

He tends to look around a lot, always keeping track of his<br />

surroundings and especially his packmates. In wolf form,<br />

his fur is a rich white.<br />

Jack is a planner and a thinker. He certainly has the<br />

passion and fire that all Uratha do, but he tempers it with<br />

will and wits. <strong>The</strong> others listen to him because he can take<br />

their disparate talents and put them together in new and<br />

surprising ways. While any one of them is a formidable opponent,<br />

Jack can turn them into something more. Though<br />

his pack holds him in high esteem, Jack is often harder on<br />

himself than anyone else would be. As the pack’s alpha, he<br />

takes each defeat as a personal stain, though he conversely<br />

sees all of the pack’s victories as a group effort. He hopes<br />

to someday be sure of himself enough to stand out of his<br />

father’s shadow and show everyone who he really is.<br />

THE RED KNIVES<br />

<strong>The</strong> Red Knives are in many ways the ideal example<br />

of a werewolf pack — not by their adherence to lofty goals,<br />

but by their concern with territory, the hunt, and the here<br />

and now. <strong>The</strong> Knives and their kin live on the land, growing<br />

their own food and hunting for game, yet on nights<br />

when the moon shines brightly, the Red Knives slip away<br />

and hunt a different sort of prey. Whether it’s a rogue spirit<br />

riding a bear or a group of campers who didn’t hold to the<br />

“take nothing but photos, leave nothing but footprints”<br />

rule, the Red Knives stalk intruders with great zeal.<br />

<strong>The</strong> Red Knives have a pact with the Echoes of<br />

Thunder. <strong>The</strong> Knives have agreed to come to the Echoes’<br />

aid if requested, and in return, the Echoes provide them<br />

access to equipment the Knives can’t get on their own.<br />

<strong>The</strong> pack does have to pay for this hardware, using money<br />

and credit cards taken from any human prey they have to<br />

bring down or performing favors at the Echoes’ discretion.<br />

Occasionally, the Red Knives have worked for other<br />

packs, acting as temporary guardians if said packs have to<br />

travel out of their territory. <strong>The</strong>y don’t enjoy using their<br />

talents for something so base as money, so they can usually<br />

be found out of their territory only when their coffers<br />

are running low or they need a special piece of hardware.<br />

Aside from their alpha, who calls himself only<br />

Honcho, the all-Blood Talon Red Knives pack consists of<br />

Grunt (Rahu), Phantom (Irraka), Ranger (Irraka) and<br />

Snap (Cahalith). <strong>The</strong>ir pack totem is Stalking Wolf, and<br />

they operate out of a small, easily overlooked compound<br />

near the Colorado-Wyoming border.<br />

HONCHO<br />

Auspice: Cahalith<br />

Tribe: Blood Talon<br />

Mental Attributes: Intelligence 2, Wits 3, Resolve 4<br />

Physical Attributes: Strength 3 (4/6/5/3), Dexterity 4<br />

(4/5/6/6), Stamina 4 (5/6/6/5)<br />

Social Attributes: Presence 3, Manipulation 3 (2/3/0/3),<br />

Composure 3<br />

Mental Skills: Academics 1, Crafts (Vehicles) 3, Investigation<br />

(Body Language) 1, Medicine 1, Occult 1, Science 1<br />

Physical Skills: Athletics (Throwing) 3, Brawl (Dirty Tricks) 3,<br />

Drive (Off Road) 1, Firearms (Rifles) 4, Larceny 2, Stealth<br />

(Camouflage) 2, Survival (Navigation) 3, Weaponry<br />

(Knives) 2<br />

Social Skills: Intimidation 3, Persuasion 2, Subterfuge 2<br />

Merits: Contacts (Survivalists, Military Veterans) 2, Language<br />

(First Tongue, Russian, Spanish) 3, Resources 2,<br />

Totem 2<br />

Primal Urge: 3<br />

Willpower: 7<br />

Harmony: 5<br />

Max Essence/Per Turn: 12/1<br />

Virtue: Fortitude

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