Werewolf: The Forsaken

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Werewolf: The Forsaken
RPG published by
White Wolf / Onyx Path
Rule System Storytelling System
Authors Justin Achilli et al
First Publication 2005 (1st Edition)
2015 (2nd Edition)
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The New World of Darkness analogue to Werewolf: The Apocalypse. Dumps the bloody-minded eco-hippies metaplot for a much vaguer "border patrol on the shores of Animistic Hell" setting.

Backstory[edit]

In the ancient past, the worlds of Flesh and Spirit were one, creating a world/time called Pangaea. In this time, the mighty wolf-spirit Father Wolf kept the peace between humans and spirits, destroying either of those that got out of line. The moon-spirit, Mother Luna, became enamored with Father Wolf's strength and took a human form to lay with him, giving birth to the first werewolves, who helped their father in his quest. These beings were special in that they were neither spirit nor flesh, but somewhere in between. From Wolf they inherited the drive to hunt and bring down their prey, and from Moon they inherited the ability to change their shape.

But as Father Wolf battled terrible demon-gods, his strength began to wane, and the world began to sicken, for he could no longer do his duty. Following their lupine instincts, some of these first werewolves rose up to challenge their father to step down as leader of the pack. Though he was unable to stand down by his nature, his spirit ban forbade him from attempting to defend against a killing blow made by one who could succeed him. Thus, the first generation of werewolves were forced to slay Father Wolf. His death howl tore Pangaea apart, raising the Gauntlet that formed a barrier between the worlds of Flesh and Spirit. The grieving Mother Luna cursed her patricidal children with bouts of uncontrollable rage and weakness to her sacred metal, silver. When the Uratha begged for her forgiveness, Luna charged them to take up their father's mantle as guardians of the boundary between flesh and spirit. This oath has been upheld by the Forsaken ever since.

Werewolves and You[edit]

In contrast to their predecessor in the Old World of Darkness, all werewolves are the result of werewolf on human sex or werewolf on werewolf sex; in 1e werewolves mating together was a Harmony-shattering event that can spawn evil, werewolf-hating demons called Unihar, but this has since been retconned. Werewolves don't mate with wolves (but, if they must, all that happens is a litter of normal wolf pups - you sicko!); while one of the books does refer to one wolfborn werewolf of the Pure, he is specifically referred to as being the only known exception to the rule.

As beings possessed of dual natures -wolf and man, as well as spirit and mortal- their morality replacement is Harmony, which represents how well they can strike a balance between the two aspects of their existence. This is expanded upon in 2.0, where in place of a ladder of sins your harmony is more like a spectrum from 0-10; at low harmony you're much more connected to your spirit-aspect, and can more easily leave the Flesh for the Spirit, change more easily, but under stressful situations you might shift involuntarily and will have trouble leaving the Shadow. You'll also pick up spirit bans and start acting weird(er). At high harmony you're much more connected to your flesh-aspect, and can more easily leave the Spirit for the Flesh. It's harder to shift forms or enter the Shadow, but you don't wig out under stress and turn into a wolf. In either case, however, you'll be more susceptible to Kuruth and will be handicapped should you need to work in the realm you aren't attuned to- hence the need for balance. At the highest extremes of 0 and 10 you'll be completely unable to leave or enter the Shadow, respectively.

Most human/werewolf matings produce wolfblooded, which are basically the game's equivalent to kinsfolk; in 1e they're more resistant to Lunacy and that's about it, but 2e makes them immune to it and gives them a minor supernatural ability based on the Uratha's powers at the expense of a feature marking them as not quite human.

Werewolves have five forms; Hishu (ordinary human), Urhan (ordinary wolf), Dalu (near-human; looks human from a distance but distinctly hairier and with bigger teeth when you can get a better look at it), Urshul (near-wolf; a very big and very nasty wolf), and Gaurou (a wolf-man mixed with a walking murder-machine that is very good at fighting but is prone to going into Death Rage and trying to kill everyone around it if used for anything other than that). There's also a high-level power called Primal Form, which adds a "dire wolf" form that is... well, picture a wolf big enough to eat a human in one bite, and you got the idea.

Werewolves are protected by Lunacy, a form of Luna's favor which drives humans who see a werewolf in any of its intermediate forms (i.e. not fully human or fully wolf) mad with fear and blurs their memories if they survive the encounter. It also has the potential to open them up to spirit possession as of 2.0 and may even turn them into Wolf-Blooded.

Auspices[edit]

The Forsaken each have an Auspice, a blessing of Luna dependent on which phase of the moon they underwent the First Change in. This acts as their "racial" splat, and determines one of their initial Renown points, their choice of Auspice skills, their starting Gifts, and their innate racial ability. The Pure reject all of Luna's blessings, and so they don't gain benefits from Auspices.

  • Irraka
    • Lunar phase: New Moon
    • Gifts: New Moon, Stealth, Evasion
    • Skills: Larceny, Stealth, Subterfuge
    • Renown: Cunning

Unlike their oWoD counterparts, the Irraka have a well-defined role. Specifically, they serve as trackers, scouts, and silent hunters whose prey never knows that they're being hunted until it's too late for them. Other Uratha can be a bit unnerved by them due to their habit of observing others (including their packmates) to determine the ideal ways to murder them, and they have a bit of an undeserved reputation as lone wolves since they're best at what they do when on their own.

An innate connection to the new moon's uncertainty allows Irraka to get much closer to their quarry than they might seem to be, both literally and metaphorically. In practice, this translates to an initiative boost, a few less Doors in Social Maneuvering, or a surprise attack against an unwary opponent.

  • Ithaeur
    • Lunar phase: Crescent Moon
    • Gifts: Crescent Moon, Elemental, Shaping
    • Skills: Animal Ken, Medicine, Occult
    • Renown: Wisdom

The Uratha are half-spirit, and this is especially clear in the case of the Ithaeur. Whether it takes the form of negotiations, fetish-crafting, or flat-out combat, the Ithaeur are the auspice that specializes in interacting with the denizens of the Shadow. But they do tend to be a little bit crazy. Being around spirits as long as they do has some rather unusual effects on their behavior, and some of them are far more comfortable with spirits than they are with humans or even other werewolves. Still, they're highly effective in their role as shamans and spirit masters.

The Ithaeur's howl resonates through the Shadow, causing lesser spirits to fall dormant or retreat before the werewolf's passing. Even stronger spirits feel compelled to allow the Ithaeur to pass by peacefully, which can be a valuable asset when pursued by some of the nastier murder-spirits or pain-spirits.

  • Elodoth
    • Lunar phase: Half Moon
    • Gifts: Half Moon, Insight, Warding
    • Skills: Empathy, Investigation, Politics
    • Renown: Honor

Counselors, mediators, and negotiators, the Elodoth try to see both sides of every story and are trusted as expert judges on account of their reputation for fairness. Against their prey on the other hand the Elodoth will use every one of his contacts to make the prey's life a living hell long before the werewolf himself shows up. Some might consider this sociopathic, and there are a few Elodoth who find that they're better as manipulators than they are as arbitrators.

The connection to the fine line between light and dark Elodoth possess allows them to relieve other werewolves of Death Rage. It also allows them to induce Death Rage as well, and while this may sound like an extremely bad idea it can be surprisingly useful in the right circumstances.

  • Cahalith
    • Lunar Phase: Gibbous Moon
    • Gifts: Gibbous Moon, Inspiration, Knowledge
    • Skills: Crafts, Expression, Persuasion
    • Renown: Glory

Part loremaster, part prophet, and part warleader, the Cahaliths are visionaries who both rally their kin in battle and keep track of their legends and exploits. But the Cahalith's own story has to be a memorable one as well, and as such they give up subtlety in exchange for just scaring their prey shitless before going in for the kill. Or not necessarily killing them, at that matter- after all, what good is a story if nobody is able to tell it? The visions they receive mean quite a few tend to be fatalistic, or at least of a nature that isn't averse to planning out their own death scene.

Cahaliths are prone to receiving prophetic dreams in their sleep- a part of their blessing from Luna, some say. While these dreams are often cryptic and difficult to figure out, the events they portray always seem to come true for better or for worse.

  • Rahu
    • Lunar Phase: Full Moon
    • Gifts: Full Moon, Dominance, Strength
    • Skills: Brawl, Intimidation, Survival
    • Renown: Purity

Though they're warriors first and foremost, the Rahu shouldn't be written off as dumb brutes. The werewolves that change under the full moon are often expert tacticians and leaders as well, and their inclination towards Purity means they also can act as the moral center of the pack- at least as far as the Oath of the Moon is concerned. However, they do tend to be stubborn and at times they need to learn that they don't always have to be in charge.

The Rahu's sheer stubbornness lets them fight on through even the most grievous of injuries as if they weren't even there. In crunch terms, they can ignore the effects of negative Conditions or Tilts affecting them for up to two turns in combat. It's not long, but it can be just enough to make the difference.

Tribes[edit]

The allegiance splat for Werewolves is the Tribe, a sort of extended spiritual family/club you become a part of after being initiated. There are five (known) Forsaken tribes, which owe their allegiance to Luna and take the Oath of the Moon, and three (known) Pure tribes which owe their allegiance more directly to their Tribal Totems or an ideal of Father Wolf - it varies between region. Each Tribe is bound to a Firstborn, which depending on your interpretation are spirit children of Father Wolf, primordial Werewolves, or unique beings - their origins are contradictory and vary between regions. Each of these Firstborn has chosen a Sacred Prey that its tribal members are ordered to focus The Hunt on. They also have a tribal oath that can be kind of convoluted despite its seemingly straightforward wording.

While it's theoretically possible to refrain from joining a tribe (which is known as being a Ghost Wolf), this only serves to deprive any such werewolf of the advantages of being part of a tribe and furthermore puts them at risk of their hybrid nature going out of control in horrible, horrible ways.

  • Ghost Wolf Tyrants pervert the pack bond, acting as the overlord of a group of humans that they gain power over through terror and intimidation. Their urge to hunt is similarly twisted into a drive to expand their fief and grow stronger when they acquire new followers.
  • Ghost Wolf Devourers are insane cannibals that gain strange powers when they consume the flesh of other werewolves. Some have become organized, and a cult of them centered in Russia and China has gained considerable influence lately.
  • Void Reivers are werewolves tainted by the Essence of void spirits, driving them insane and cursing them with a hunger for Essence that can never be satisfied. Worse, they can spread their corruption to other werewolves through their bites and the Sacred Hunt- as predator or prey.

Forsaken Tribes[edit]

Blood Talons[edit]
  • Totem: Fenris-Ur (Destroyer Wolf)
  • Sacred Prey: Other Werewolves
  • Oath: Offer no surrender that you would not accept. (In other words, don't give someone terms of surrender that you wouldn't take in their situation. This is complicated by the fact that most Blood Talons don't like the idea of surrendering at all, and thus will offer no surrender themselves.)

If the name didn't give it away, the Blood Talons are the meathead all-war violent soldiers of the Forsaken. On the more bloodthirsty end of Forsaken ideology, these guys tend toward pursuing the Hunt as some form of warlike activity. Their initiations tend to be hyper-violent, bloody affairs, they like the color red...generally speaking the more Metal of the tribes. They hunt other Werewolves as their Sacred Prey (most often the Pure, but sometimes other Forsaken that are thought to have violated the Oath of the Moon- this second part does not endear them to the other Tribes) and on the Hunt they can see another werewolf's Renown to determine how powerful they are and which faction they're a member of.

Their Totem, Fenris-Ur, was renowned for his ferocity and the extreme violence he displayed in bringing down his prey.

Bone Shadows[edit]
  • Totem: Kamduis-Ur (Death Wolf)
  • Sacred Prey: Spirits (possibly other denizens of Twilight)
  • Oath: Pay each spirit in kind. (An eye for an eye, etc.)

Bone Shadows are the necromancers and shamans of Werewolf society, in addition to fulfilling a role of mystic, secret-gatherer, wanderer, and everything else involving interaction with spirits. This tribe values the gathering of secrets, Shadow Lores, bans and banes that are hard to discover (weaknesses of spirits who are otherwise quite stolid), crazy rituals of power...you get the idea. This tribe hunts spirits that are being troublesome or ghosts that won't fuck off to the hereafter, and on the Hunt they can strike incorporeals with their natural weapons.

Their Totem, Kamduis-Ur, was known for chasing metaphysical impossibilities and posing mind-bending questions to her children.

Hunters in Darkness[edit]
  • Totem: Hikaon-Ur (Black Wolf)
  • Sacred Prey: Hosts (See "The Many Enemies of the Uratha")
  • Oath: Let no sacred place in your territory be violated. (This is subjectively interpreted, but in general you should try to keep out of their territory if you haven't been specifically invited.)

This tribe seems to have a thing for fear. In 1.0 they represented the more wolf/rural leaning Uratha, in 2.0 they still have a bit of a rustic thing going on but their focus has been shifted more toward the archetypes of fear, darkness, and paranoia to dissuade their victims and make them pee themselves. Their Sacred Prey as Hosts, the fragmented remains of the ancient spirits that Father Wolf fought against. Rather than detail an entire foe unique to Werewolf the Forsaken here, suffice to say on the Hunt this tribe can sense where they've either eroded or over-reinforced the wall between the Flesh and Spirit worlds.

Their Totem, Hikaon-Ur, was even more obsessed with hunting than her siblings, giving her a certain purity of purpose that other Firstborn seemed to have lacked.

Iron Masters[edit]
  • Totem: Sagrim-Ur (Red Wolf)
  • Sacred Prey: Humans (as well as Vampires and Mages when warranted)
  • Oath: Honor your territory in all things (Similar to the Hunters in Darkness, but with a greater focus on making your territory a better place instead of blindly defending it.)

Associated primarily with Change and Adaptation rather than being the 'technological' or 'humie-focused' tribe, the Iron Masters nonetheless excel in screwing with technology and harnessing the changes that Humanity makes to the Spirit World. Consummate wolves among sheep, Iron Masters pare down the Herd when it threatens territories or spirit domains. Serial killers, slashers, dirty cops, and other Supernaturals closely associated with human society are their prey.

Their Totem, Sagrim-Ur, was always asking questions, never satisfied with the way things were, and welcomed the change that came with Father Wolf's death because to him Change is all that matters.

Storm Lords[edit]
  • Totem: Skolis-Ur (Winter Wolf)
  • Sacred Prey: Claimed (humans/animals/werewolves possessed by spirits and mutated into fucked up hybrids)
  • Oath: Let nobody witness or tend to your weakness. (Never let others see your resolve falter; as a leader, this would only demoralize those who follow you.)

The Alphas of Forsaken society, Storm Lords are flinty eyed commissars and merciless monsters. Forced to endure really trying ordeals involving lightning and snow and storms, their Totem's primary fetish, these wolves lead by example of being noble badasses and excelling as paragons in their roles (think Emperor's Children minus Slaanesh). The Sacred Prey of the tribe would be Claimed, horrific fusions of spirit and flesh which occurs when a spirit decides to possess a body and melds with it, gaining dangerous new powers in the process. Although not very often explored in other games, Claimed are a serious threat due to their ability to warp the Shadow in a way that suits the spirit and its meat-suit.

Their Totem, Skolis-Ur, is the eldest of the Firstborn aligned with the Forsaken, and is considered to be the protector of his siblings; it is said the only time he ever showed weakness was after the death of Father Wolf.

Pure Tribes[edit]

When the first werewolves turned against Father Wolf alongside the Firstborn, not all of them agreed to do so. Issue is, Luna punished all werewolves for the actions of those who were involved. This pissed off the werewolves who weren't involved, who (somewhat understandably) decided to tell mom "screw you, you psychotic bitch, we're doing our own thing!"

That's the Pure; three tribes who blame Luna in some way, shape or form for their current predicament and who want to try and bring back the glory days of Pangaea.

Unfortunately for the Forsaken, the Pure are a lot more common than they are. Also, because they favour spirits over humans, they are in the good books of most spirits, meaning they get a lot more spiritual backup in the form of gifts and allies. About the only thing the Forsaken have going for them is the distant and unreliable support of Luna, and the fact that their repentance has earned the Forsaken a minor reprieve from Luna's curse of silver's bane. Silver weapons do Aggravated damage to them, but otherwise the Forsaken can handle silver without any problem. The Pure, on the other hand, start burning if they so much as touch the stuff, meaning Forsaken can bring silver weapons to bear their enemies can't match against them.

A brief note: as the Auspices are a gift from Luna meant specifically for the Forsaken, the Pure Tribes neither have Auspices nor do they particularly want them. Any Forsaken who wishes to join the Pure must first purge themselves of Mother Luna's blessings (or "chains", in their opinion). This is about as painful as you might expect it to be, and strips them of their Auspice. Which also brings the iconic Pure vulnerability to silver.

Fire-Touched[edit]
  • Totem: Gurim-Ur (Rabid Wolf)
  • Sacred Prey: Those who disrespect the Shadow and its denizens (Anyone who harms or commands a spirit without provocation, as well as anyone who tries to seal off the Shadow. Naturally, this does not apply to disrespect of Luna or her servants.)
  • Oath: Let no false statement go unchallenged. (Do not lie, and do not allow others to lie in your presence without denouncing their lies as such. This applies to "white lies" as well.)

The Fire-Touched ask for only one thing of their members: absolute faith in the wisdom of their totem and the cause of the Pure. Though at first glance they may seem like a bunch of fanatics, they believe that any Uratha can be restored to spiritual wholeness if they would only accept it. Consequently, they are more than willing to accept any Forsaken willing to repent of their service to Luna into their tribe. And their proselytizing can be surprisingly persuasive, too. If that fails, there's always their other preferred weapons of choice: fire and disease.

Their Totem, Gurim-Ur, is said to be the runt of the firstborn on account of his sickly constitution. The Forsaken claim that he shirked the duties given to him by Luna out of cowardice and instead sided with the Pure. The Fire-Touched, on the other hand, say that Gurim-Ur never trusted Luna due to her ever-shifting nature, and when Father Wolf was slain he decided he would not suffer any more of Luna's falsehoods.

Ivory Claws[edit]
  • Totem: Hathis-Ur (Silver Wolf)
  • Sacred Prey: Those who disrespect their lineage (People who defy family traditions or disrespect their elders, as well as parents who prevent their children from choosing strong mates or consign them to failure. This definition also includes the Forsaken as a whole as they are seen to have dishonoured Father Wolf.)
  • Oath: Call no whelp of lesser blood your equal. (They will tolerate working with the other Pure Tribes, but only reluctantly. Forsaken, on the other hand? They won't even consider it unless they absolutely have to, and even then they'll make it clear they're the ones in charge. Humans are right out. There's also a bunch of lesser oaths they follow, like a ban against consuming plant seeds, but generally Hathis-Ur is content if any given Ivory Claw is consistent in upholding their interpretation of the oath)

The self-proclaimed purest of the Pure, the Ivory Claws hold the purity of their bloodlines above all else. As a result, they take great pains to track their pedigrees, as well as those of other supernatural beings. Though they're as dangerous as the other Pure Tribes if crossed, they tend to be more isolationist than actively aggressive and can be somewhat reasonable as long as they're left alone. They treat all human beings as slaves and cattle, much like the other Pure, but unlike the other Pure can actually feign sanity to the point of integrating with human civilization; this means the Ivory Claws actually have money, resources, and human cannon fodder to throw at their rivals. They are also the only Pure that will never, ever cooperate with the Forsaken for any reason or accept defections of any kind.

Their totem, Hathis-Ur, is said to be the proudest and most pained of the Firstborn. The Forsaken say this is because he once fought Father Wolf and lost and is now jealous of the Forsaken for succeeding where he failed. The Ivory Claws, on the other hand, say that he once loved Luna but was enraged when she commanded her children to kill Father Wolf; in revenge, he sought to kill her, but was defeated and had his coat turned into pure silver, leaving him in constant pain.

Predator Kings[edit]
  • Totem: Huzuruth-Ur (Dire Wolf)
  • Sacred Prey: Those who do not properly honour the hunt (Any human that does not hunt once per season, or attempts to interfere with hunting; werewolves who end a Sacred Hunt without killing their prey are also valid, as is any being that hunts for sport rather than a higher purpose such as culling an overgrown population.)
  • Oath: Honour nothing of human craft. (Predator Kings cannot use any man-made objects unless they intend to destroy them; they may only use tools made by werewolves or spirits.)

Take the Red Talons, remove even the possibility they could be interpreted as protagonists, and you have the Predator Kings in a nutshell. Apart from their oath, the only law they recognize is the law of the jungle: the strong live, and the weak die. Though their oath makes it all but impossible for them to live among human society, their contempt for civilization means they couldn't care less about such things anyway.

Worryingly, their belief that Pangaea might be restored through savage revelry might be true; their hunts have been known to change the relationship between the Flesh and the Shadow in the past. Ironically, they get along better with the Forsaken than either of the other Pure tribes. After all, as evil Nietzschean assholes, they love worthy enemies that make them strong. Now if only they'd stop interfering with their grand design to recreate Pangaea and pretending those useless prey-animal hominids are fit for anything but slaughter...

Their Totem, Huzuruth-Ur, is the eldest of the Firstborn and the bitterest by far. According to the Forsaken, he merely scoffed at Father Wolf's death, believing that anything weak enough to be slain by its own children was unworthy of being mourned over; he turned from the Forsaken only because their actions had created the Gauntlet and brought an end to Pangaea. The Predator Kings do not deny this story; they merely ask why the Forsaken would disagree with Huzuruth-Ur.

The Many Enemies of the Uratha[edit]

These are the most common threats a werewolf will most likely face off against in its (nasty, brutish and short) life. There's also a wide variety of other more obscure threats, most of which the average werewolf will not know about until they find one.

Spirits[edit]

Spirits are everywhere. They define and promote aspects of existence and do so to monomaniacal fixation. They are NOT good guys, and even spirits of things like Joy or Love are dangerous if they're left to their own devices due to their complete disregard of anything not directly relating to their nature; for example, a Love spirit might force a couple in an abusive relationship to stay together, because to the spirit, the fact that the love is harmful to one or both persons is less important than that said love (small and twisted as it might be) would be lost if they were to separate. The nature of the Forsaken's oath to Mother Luna compels them to guard humanity from their influence, and many spirits hate them for it.

Though they are difficult to harm by conventional means, each spirit has a ban and a bane. The first restricts a spirit's behavior by dictating things that it must or must not do (e.g. a spirit of fire cannot enter a place that is colder than room temperature), and the second is a substance or object that causes the spirit extreme harm on contact (such as the Uratha weakness to silver). In many cases, a spirit can only be dealt with if its ban and bane are used against it.

Most spirits feed off of Essence that is linked to the concept they embody, typically by consuming other spirits. By doing so, they may begin to change to reflect the nature of their former prey. If a new influence it picks up in this way is completely unrelated to its fundamental nature or makes no sense when combined with said fundamental nature (e.g. a wolf spirit that consumed a fear spirit would start focusing on how scary wolves are, but a car spirit that consumed a holly spirit would not be able to handle the new influence), they become a magath, a confused abomination that doesn't know what the hell it's supposed to be anymore. These are almost always insane or destructive by nature, and most ultimately need to be put out of their misery by the Forsaken.

Void spirits- the spirits that dwell within the interstellar void's equivalent of the Shadow- are particularly dangerous, as such beings bear resonances unlike those of any earthly spirit and are unsuited to understanding concepts like "physical objects exist". They are mercifully rare, as Luna and her servants destroy the majority of those which pass close enough to the Earth to be caught in its gravity. Closely related are the mulhithim, the arrogant and hateful spirits that hail from the Shadow of other planets (which has gotten quite a few werewolves wondering why Earth doesn't have its own planetary spirit...or if it does, what that might mean about the nature of "Gaia"), and the void leviathans, which are colossal Lovecraftian horrors just barely classifiable as spirits that warp the Shadow simply by their approach; if left unchecked they shift into the world of Flesh and attempt to fuse with the Earth for some incomprehensible purpose (invariably causing huge amounts of collateral damage in both the Shadow and the Flesh).

Hosts[edit]

Hosts are the shattered shards of the demon-gods that Father Wolf slew, which mostly exist as roving swarms of creepy-crawlies that occasionally hijack people's bodies for use as meat suits. If they get strong enough, they can forcibly merge with a victim and absorb their flesh to become grotesque half-human half-beasts. Slaying them in this form doesn't guarantee that they're gone- they break into a swarm of vermin upon "dying" and can only be destroyed permanently if every single one of those vermin is killed quickly.

The two main ones are the Azlu (brain-eating spiders with a hybrid form that has razor sharp forelegs and can grow to the size of a car; they also strengthen the Gauntlet with their webs, choking areas out of Essence in the process) and the Beshilu (plague-spreading rats with limited precognitive abilities that gnaw through the Gauntlet, letting spirits pass through to the mortal world- especially the spirits of disease they ally themselves with). The other ones include the Srizaku (flesh-eating locust swarms that devour every remotely edible object in sight), the Halaku (crows that eat peoples' eyes to turn them into their slaves for fuck-knows-why), the Razilu (snakes who your Storyteller gets to decide what the fuck they want), the Adarusharu (fear-eating wolves who can merge into giant multi-headed wolf-monsters), the Usudwirku (fungus-spirits that infect the victims of werewolves so they can drive wolves batty whilst the fungi-spirits take over their loci), the Uglathlu (worm spirits who steal the bodies of utter scum so they can create festering Wounds in the Shadow), the Thihoshlu (bloated toads that promote sloth and vice, setting themselves up as impartial arbiters among mortals and supernaturals alike so they can engineer conflicts as they sit back and laugh at the whole damned mess; for good measure they can also steal Essence from anyone crossing the Gauntlet and dampen a werewolf's fury with an aura of laziness), the Ukusgualu (lampreys that corrupt the Gauntlet with the blood that they consume until it liquefies and lets them swim through it; they claim that this will one day allow them to return to the ocean of blood they call home), the Hidalgu (electricity-eating wasps whose buzzing resonates through the Gauntlet, inducing nightmares and forcing anyone near to cross it; worse, they can possess people whose ambitions are frustrated through their dreams, turning them into powerful "queens") and the Zundilu (diligent but scatterbrained termites who feed on the Shadow reflections of buildings and structures until they're dead in the Spirit and create world-spanning tunnels to link other places to their nests; occult architecture is their favorite food, which has derailed a fair deal of the God-Machine's plans in the past).

Each Other[edit]

Finally, one of the most depressingly common enemies for werewolves are other werewolves. Squabbles over territory, pride, all that nonsense is normal. But, there's two groups of werewolves who are pretty much always enemies to the Tribes of the Moon.

As mentioned earlier, the Pure Tribes are the werewolves who claim they're innocent of murdering Father Wolf, and so they hate Mother Luna for demanding they atone for a crime they never committed and hate the Forsaken even more for killing Father Wolf- and taking Pangaea away from them by doing so. They reject Mother Luna, which among other things means silver hurts them worse, and they want to tear down the Gauntlet between worlds so the spirits can take over, hoping that this will restore Pangaea and allow them to become rulers. Thing is, there's a lot more of these bastards than there are of the Forsaken (that is, the good guys), and the spirits like them more since they aren't interested in bossing them around like the Forsaken do.

The Bale Hounds, meanwhile, have taken one look at the shithole they live in and come to the conclusion that evil is winning, and they want to be on the winning team. So, they've allied themselves with the Maeljin - powerful spirits of malice and evil- and work to make the world even more of an utter shithole, creating pits of hell that the werewolves call "Wounds". Even the Pure think these guys are fucking dangerous, so much so they have been known to team up with the Forsaken to kill the bastards. Mostly because if they had their way, there wouldn't be a Pangaea left for the Pure to rule. Ironically, the Bale Hounds themselves respect the Forsaken a lot more than they do the Pure; in their eyes, the Forsaken are at least trying to do something, even if it's doomed to fail, whilst the Pure will probably let the Bale Hounds win without even knowing it.

Idigam[edit]

But perhaps the most dangerous are the Idigam, the spirits who embody concepts that existed and faded away long before the world was fully formed. To survive, they became the incarnations of chaos and gained the ability to mimic the characteristics of anything mortal or spiritual. Between that and their unmatched ability to manipulate Essence, even Father Wolf was unable to slay them. Instead, they were sealed away on the moon where there was nothing for them to copy; Luna saw to that when she bound them in a prison as formless as they were. However, a relatively recent internecine war among the werewolves gave them an opportunity to escape back to Earth during the first manned moon landings. And they're VERY interested in making up for lost time now that they're back on Earth- as are the alien spirits that they've encountered and allied with during their banishment and the armies of minions they can create by corrupting other spirits with their Essence.

Geryo[edit]

A recent addition to the horrors the Uratha face, as in they were added in 2e in a new Night Horrors book, the Geryo claim themselves to be the first children of Father Wolf, who created them as his servants. However, he deemed them to be failures on account of their proneness to wanton destruction and sealed them away within what would later become the Gauntlet. When they finally broke loose, they discovered they could infect their werewolf "half-siblings" with their essence and force them to mutate into monstrous forms. (For some reason Beasts are also vulnerable to this infection, but let's be honest, they probably deserve it.) Now, they have resumed their old hunts and seek to wipe out the Uratha that they claim have taken their rightful place as the mightiest of predators. Like werewolves, they are subject to the Sacred Hunt, with each Geryo having its own preferred prey.

Other Shifters[edit]

A lot less focused on in this setting, but still present. There were two excellent books - World of Darkness: Skinchangers, for "humans who change shape through magic" and "spirit-melded shifters" types and War Against The Pure for more "mythical shapechanger" types.

There's also the absolute atrocity known as Changing Breeds, which is basically every single fucking awful thing about Werewolf: The Apocalypse wrapped up in one shittastic package. Don't believe us? It was largely written by Phil Brucato. Still not convinced somehow? Or maybe you just want to witness the Goatfucker at work. In any case, these two poor saps who dared to try and dissect its awfulness chapter by chapter.

Needless to say, nobody talks about Changing Breeds, mainly because War Against the Pure did the concept a whole lot more justice and wasn't nearly one-tenth as shit besides.

What critters did those books actually add?

Skinchangers gave us:

  • Scavenger Wolf: A wolf-spirit who steals human skins, in an inversion of the traditional skinthief role.
  • Black-Eyed Toads: Mystics who know a ritual that lets them pluck out their eyes and stick them in the sockets of a living toad to take over its body.
  • The Coalblacks: A family of thieves who use a magic ritual to become crows.
  • Tusk-Runners: Mystics who can invade the body of a living elephant to control it.
  • Horned Hunters: Hunters who use ritually claimed antlers to become stag-horned deer-people.
  • Spirit-Skinners: Mystics who physically bind spirits and then draw their essence into themselves.
  • The Stray: A poor homeless man who, through the whims of fate and the love of a loyal dog, can now temporarily take on the bodies of dead stray dogs.
  • Doctor Ape: A mad doctor whose experiments in ape-to-human skin and flesh transplants gave him the power to become a chimpanzee, though he occasionally returns to human form to heal the sick and injured.
  • Barsarks: Warrior-mystics who use bear skins to become werebears, straight out of Viking mythology.
  • The Invisible Man: A man who discovered he can mentally possess and control a whole swarm of fire ants.
  • The Black Flock: A collective of crow spirits, Thar Akuru, the accidental result of a raven spirit's attempt to cheat death by reincarnating through a human host.
  • Kitsunes: A unique Choir of fox-spirits able to transform into or hide inside the bodies of humans.
  • Kanaima: Jaguar-shaped vengeance spirits who can possess the bodies of those who die whilst seeking revenge in order to enact their wrath.
  • Leopard Men: The human hosts of the nemur sakar; leopard-spirits of horror and pain from West Africa.
  • Bouda: Women who serve as hosts to hyena spirits as a result of an ancient pact.
  • Serpent Guardians: A choir of serpent-spirits of knowledge and protection who take human bodies to gather and guard knowledge.
  • Patches: A strange shapechanger who can assume the form of any person or creature whose flayed flesh has been added to its leather coat - in fact, it may be the coat itself is sapient, taking the forms of its victims to try and live.
  • Chimera: Science-spawned abominations in the form of the Animera (an animal granted superior intelligence through the splicing of human genes) and the Humera (a human twisted into a half-beast through gene-splicing).
  • Circe's Brood: A general name for humans turned into animals against their will through vengeful curses and dark magic.
  • Lobison: A cursed lineage where the seventh son of a seventh son transforms into a bloodthirsty, werewolf-like monster based on a maned wolf.
  • The Devil's Daughter: The spawn of an unholy pact, a seemingly ordinary party girl who can transform into a giant, man-eating rattlesnake.
  • Familiars: Shadowy spirit creatures that can shift between beast and human forms, frequently summoned by unwitting spellcasters.
  • The Devil of Deacon Hill: A strange, territorial entity that can shift from panther to human.
  • Zoonotics: Mutagenic diseases that transform human victims into animals.

In contrast, War Against the Pure offers:

  • The Colony: Justice-seeking werecats.
  • The Distant Ones: Arrogant werefalcons who largely spend their lives playing out a cross between a modernistic mythology and a soap opera.
  • The Brineborn: Shapeshifting Deep Ones whose own mythology describes them as rejected by their creator, and who just want to be left alone.
  • The Unclean: Wereroaches who just want to be left alone.
  • Baal-Hadad: Sun-worshipping werebulls (there are women, but they have horns too) with a god complex who transform Wolf-Bloods into their own kind.

2nd Edition[edit]

Like Vampire: The Requiem before them, the wolves got themselves a 2nd edition, and they got a hell of a lot more badass in it. Some of the highlights:

  • Werewolves now only take Aggravated damage from damage roll-over, silver, and supernatural attacks. This means werewolves are a lot tougher to fight.
  • Gauru form got massively beefed up. Among other things? Instant regeneration of all non-Agg damage. Combined with how tough werewolves can be, and it's almost impossible to kill a werewolf while it's in war form. But it also causes instant Death Rage any time it's used outside of combat (except if it's used alongside a very specific Gift- and even then it's greatly weakened compared to what it would usually do), so don't try and use it to cheese your way out of danger.
  • Wolf-bloods went from just getting +2 Willpower to resist Lunacy to full-fledged immunity and at least one (and potentially more) of several possible supernatural powers, from shapeshifting to werewolf-like regeneration. Of course, it's now possible for werewolves to make Wolf-bloods with bad Lunacy rolls and each of said powers comes with a noticeable drawback, so it's not all good news.
  • Harmony acts a little differently, with 5 being the ideal score and breaking points either increasing or decreasing it based on which part of a werewolf's nature it places undue importance on. A Harmony of 4 or less is imbalanced toward the aspect of Spirit, and a Harmony of 6 or higher is skewed towards the aspect of Flesh; as all starting werewolves start at Harmony 7, they begin play imbalanced towards Flesh but not excessively so. Having a high Harmony locks a werewolf out of the Shadow and prevents them from shapeshifting without the use of Essence, while having a low Harmony effectively traps a werewolf in the shadow and causes him to reflexively transform when stressed. (In both cases, the triggers for Death Rage also become less specific as well.) Consequently, maintaining an ideal Harmony level requires a degree of finesse and a willingness to deliberately hit breaking points of one extreme as a way of countering the other. That being said, having it somewhat extreme isn't all bad. With a Harmony less than 3 or greater than 8, a werewolf doesn't need a locus to enter or exit the Shadow (respectively). Zi'ir were re-added in Night Horrors: Shunned by the Moon, but they can only appear if a werewolf at either Harmony extreme dramatically fails multiple breaking points towards that extreme (and at that point you really have to be going out of your way to become one).
  • Death Rage now has two stages- "soft rage" and "hard rage". "Soft rage" allows a werewolf to try and reassert control over himself, but "hard rage" is basically the classic Death Rage. The catch is that "hard rage" is contagious, so if one werewolf in a pack enters "hard rage" the others will either enter it shortly afterwards or run the risk of being slaughtered by their packmates.
World of Darkness Games 
Old World of Darkness New World of Darkness
Offical Games Vampire: The Masquerade
Werewolf: The Apocalypse
Mage: The Ascension
Wraith: The Oblivion
Changeling: The Dreaming
Hunter: The Reckoning
Kindred of the East
Mummy: The Resurrection
Demon: The Fallen


Vampire: The Requiem
Werewolf: The Forsaken
Mage: The Awakening
Promethean: The Created
Changeling: The Lost
Hunter: The Vigil
Geist: The Sin-Eaters
Mummy: The Curse
Demon: The Descent
Beast: The Primordial
Deviant: The Renegades

Fan-made Games Atlantean: The Longing
Exalted Versus World of Darkness
Gargoyles: The Vigil
Greys: The Abduction
Highlander: The Gathering
Senshi: The Merchandising
Tech Infantry
Zombie: The Coil




Alien: The Stranded
Dragon: The Embers
Genius: The Transgression
Giant: The Perfidious
Hunchback: The Lurching
Janus: The Persona
Leviathan: The Tempest
Mutant: The Aberration
Outsider: The Calling
Princess: The Hopeful
Psychic: The Gifted
Siren: The Drowning
Sovereign: The Autonomy
Wraith: The Arising