Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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308<br />
Appendix II: <strong>The</strong> Rockies<br />
sacrifice were the rest of the packmates able to escape.<br />
Now, the diminished pack lurks on its territory, howling<br />
for its loss and growing ever more wary of venturing<br />
beyond its borders.<br />
In the midst of the territory is a young oak tree,<br />
planted from a seed the pack found while searching for<br />
a locus years ago. After consulting the omens, the pack<br />
planted the seed and has tended it ever since then. <strong>The</strong>re<br />
is a small cave close by where the packmates keep a ritual<br />
fire burning, though they haven’t been as careful as they<br />
once were in keeping the flame alight.<br />
Aside from their alpha, Night’s Call to Arms, the<br />
other members of the pack include Chilling Murmur of<br />
Laughter (Ragabash), Furious Spark of Inferno (Ahroun)<br />
and Profound Weight of Seasons (<strong>The</strong>urge). <strong>The</strong>ir totem<br />
is a spirit called Wolf that Blazes with Anger, though that<br />
blaze has dimmed slightly as the pack’s grief over Haunting<br />
Howl of Peril’s death threatens to overwhelm them.<br />
NIGH T’S CALL TO ARMS<br />
Auspice: Elodoth<br />
Tribe: Hunters in Darkness<br />
Mental Attributes: Intelligence 2, Wits 4, Resolve 3<br />
Physical Attributes: Strength 3 (4/6/5/3), Dexterity 3<br />
(3/4/5/5), Stamina 4 (5/6/6/5)<br />
Social Attributes: Presence 3, Manipulation 2 (1/2/0/2),<br />
Composure 2<br />
Mental Skills: Medicine (Wolf) 2, Occult (Nature Spirits) 2<br />
Physical Skills: Athletics (Running) 3, Brawl 4, Larceny 3,<br />
Stealth (Wilderness) 3, Survival (Hunting) 4, Weaponry<br />
(Klaives) 2<br />
Social Skills: Animal Ken 3, Empathy 1, Expression 2, Intimidation<br />
3, Persuasion 3, Socialize 1, Subterfuge 2<br />
Merits: Fetish (Klaive Sword) 4, Inspiring, Totem 2<br />
Primal Urge: 4<br />
Willpower: 5<br />
Harmony: 6<br />
Max Essence/Per Turn: 13/2<br />
Virtue: Justice<br />
Vice: Sloth<br />
Health: 9 (11/13/12/9)<br />
Initiative: 5 (5/6/7/7)<br />
Defense: 3 (3/4/4/4)<br />
Speed: 11 (12/15/18/16)<br />
Renown: Cunning 1, Glory 2, Honor 3, Purity 3<br />
Gifts: (1) Sense Malice, Speak with Beasts, <strong>The</strong> Right<br />
Words, Ward Versus Predators; (2) Plant Growth, Ward<br />
Versus Mortals; (3) Forest Communion<br />
Rituals: 2; Rites: (1) Banish Human, Funeral Rite, Shared<br />
Scent; (2) Call Human, Hallow Touchstone, Rite of Contrition<br />
Night’s Call to Arms is lost in his pain. Losing a<br />
packmate is always difficult for the Uratha, but Haunting<br />
Howl was his beta, and the two were closer than human<br />
words can describe. She was his confidante, his best<br />
friend and his voice of reason. Call (as his name is usually<br />
shortened) is a tactical genius, with an instinctive grasp<br />
of combat, but Haunting Howl planned the long-term<br />
strategies and gave the pack its direction. Call has healed<br />
the wounds caused by the Predator Kings’ klaives, but the<br />
loss, the failure, still burns in him like a silver thorn. His<br />
pack might be physically ready to strike back at the werewolves<br />
who took Haunting Howl’s life, but Call isn’t sure<br />
how to strike. <strong>The</strong> once-sure warrior has lost his nerve,<br />
and could be on the verge of running rabid. For now, he<br />
masks his indecision with stoicism, but the rest of the<br />
pack is getting antsy and eager to move.<br />
In Urhan form, Call is a black wolf, with white<br />
“socks.” A long streak of white fur has grown along his<br />
side over the scar from the Predator Kings’ claws. In<br />
human form, he’s a tall white man, with unruly black<br />
hair that hangs down to the middle of his back. He<br />
rarely smiles anymore, and not even the joy of battle<br />
can thrill him.<br />
JAGGED SKY’S PACK<br />
Max Roman’s call for multi-tribal packs has had a few<br />
successes. <strong>The</strong> New Hope pack has achieved some notoriety<br />
for its ability to ignore tribal differences and work<br />
together as a functioning pack (at least, it does when Roman<br />
makes an effort to point out what that pack is up to).<br />
With every success, however, come some failures. <strong>The</strong><br />
members of this recently formed multi-tribal pack are having<br />
great difficulty overcoming their differences and forging<br />
the bonds that turn a group of individuals into a pack.<br />
<strong>The</strong>se five werewolves chose to come together not out of a<br />
common emotional bond or goal, but simply because they<br />
believed in Max Roman’s dream. <strong>It</strong> might not be enough,