Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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