Olemme päivittäneet yhdistyksen verkkopalvelun tietosuojaselosteen vastaamaan EU:n tietosuoja-asetuksen (GDPR) vaatimuksia.

Tietosuojaselosteessa kerromme, mitä henkilötietoja keräämme yhdistyksen verkkopalvelun käyttäjistä, miten käytämme niitä ja miten huolehdimme niiden suojaamisesta.

Seloste on luettavissa täällä

Olemme myös päivittäneet yhdistyksen verkkosivujen käyttöehdot. Verkkosivuston käyttö edellyttää, että käyttäjä sitoutuu noudattamaan näitä käyttöehtoja. Käyttöehdot muodostavat sitovan sopimuksen sinun ja yhdistyksen välillä.

Tutustu huolellisesti näihin käyttöehtoihin. Käyttämällä verkkosivustoa vahvistat lukeneesi, ymmärtäneesi ja hyväksyneesi käyttöehdot sekä antaneesi suostumuksesi käyttöehdoissa kuvattuun henkilötietojen käsittelyyn.

Käyttöehdot ovat luettavissa täällä

Bone Alley [Werewolf the Forsaken]

edited January 2017 in Roolipelit
No werewolf hunts alone. Luna blesses each of us with an auspice, a duty in the Siskur-Dah — our sacred hunt. Through the blessing of the Moon we find our place in the pack and in the world. Our dedication to Father Wolf’s duty so impressed many of her Firstborn children, and they bless our tribes, each dedicated to hunting a specific prey.

Beyond those groups, we have the pack — monsters and humans that hunt as one to kill even the most powerful prey.

We band together because we must. No werewolf can hunt alone. It goes against our nature, against our very being. We must be part of something beyond ourselves to succeed in the hunt. A pack can stalk from the shadows, run the prey to ground, then tear it limb from limb. A pack can share expertise, knowing the best way to hunt. A pack can hold a hunting ground, giving us a territory where we have the advantage. A pack’s human members provide links to the human world, giving us ties to the communities we grew up in but that we can no longer be a part of

Vinegar Pack *







* oliko laumalle nimiehdotuksia?


  • The five auspices

    Rahu, the warrior

    All werewolves are hunters, but the Rahu is a Warrior. Where other auspices are experts in the best ways to conduct the hunt, the Rahu is the expert on ending it. She charges into battle, weapons or fangs at the ready, and does not retreat until either she or the quarry is dead. If her pack has done its job, the quarry is wounded, terrified, harried, and ready to die. If not…then the Rahu has a harder fight ahead of her. She does not shy from the fight, even so.

    Rahu werewolves do not fight for the sheer glory of battle; they leave that to their Cahalith cousins. A full-moon werewolf fights because it is right to do so. She fights because she is a Warrior, and that simple, almost tautological truth is sufficient to grant her reserves of Rage that other Uratha can only wish for. The Rahu seeks Purity, because Purity is good and proper. That isn’t to say that every Rahu is a moral paragon. Rahu can be devious, underhanded, and tactically vicious, but the end result is a fight, not just death. The full-moon wants to meet her foe on the field of battle, even if the battlefield is rigged to burn or explode. Unlike the Irraka, who would prefer to kill his prey before the prey knows what is happening, the Rahu wants the prey to know that it is dying and why.

    Rahu know the Oath of the Moon, sometimes instinctively. They can’t always recite all of its tenets, but they know that the high respect the low and low honor the high. They understand that a battle has a simple, life-or-death purity, and they are proud to be part of it. Indeed, they never really leave it. The Rahu frames every interaction in terms of conflict. This can make talking with a Rahu a trying experience; she tries to “win” conversations rather than coming to consensus. Friendly physical games often become painful as the full-moon brings her full skill to bear. Insults, meant in jest or not, come back to the speaker with renewed venom. The Rahu will not be bested except by a worthy opponent

    Auspice Benefit:
    Tenacious: Once engaged in battle, the Rahu is a truly dogged foe. Injury, distraction, and even the world around her can be ignored, albeit briefly. Once per chapter, the player can ignore the effects of any Conditions or Tilts that are hindering her character in combat for two turns. The Conditions and Tilts’ effects return after the two turns are up; this power does not count as resolving a Condition or ending a Tilt.

    Cahalith, the seer
    The gibbous moon’s werewolves are loud and terrifying hunters, scaring their prey before moving for the kill.

    The Cahalith is the storyteller, the lore-keeper, and the prophet. She is the living history of her pack and her tribe, and in a larger sense, her People. But the Cahalith is notnsome lonely wise woman, dispensing wisdom to pilgrims in a hermit’s retreat. She leads the howling charge, she screamsn her anguish and rage to the fattening moon and entreats her
    packmates to do likewise.

    A Cahalith werewolf is rarely subtle. She is capable of a stealthy hunt, if need be, but it isn’t her typical modus operandi. Indeed, the Cahalith prefers for her prey to know she is coming. She wants her target to hear her howls in the distance, to see her leaping across hills in lightning flashes, and to lock eyes with him before her teeth sink home. She wants her prey to understand his place in this story — just as she understands hers.

    Auspice Benefit:
    Prophetic Dreams. A Cahalith’s sleep is never quiet. Her dreams every night are vivid, but sometimes, they are prophetic.

    Elodoth, the judge
    The half-moon werewolf is highly social. He knows everyone, forges connections to people from all walks of life, makes deals with spirits of rock and rabbit and toxic waste. He never misses an opportunity to study and master the web of connections that binds everything in his territory, because he never knows which string in that web he might have to pull — or break. This, unfortunately, has the disadvantage of making the Elodoth feel personally unconnected to everyone and everything, with the possible exception of his pack.

    The pack appreciates the Elodoth, though. They appreciate his ability to go anywhere and fit in. The Elodoth is the
    quintessential wolf in sheep’s clothing, and he can dress as the shepherd, the grassy hillside, and the calming breeze as well. Likewise, Elodoth werewolves have a reputation for fairness. They can see both sides of an argument on their own merits, and can make a judgment by whatever metric is necessary. If that metric is the Oath of the Moon, then the Elodoth can be a lawgiver or a mediator. If that metric is the rules of the spirits, the Elodoth can be a superb emissary to
    the Hisil. If the metric is human law, the Elodoth might be a police officer.

    The question, though, is always whether the Elodoth believes in the law and rules, or whether he’s just using that set of rules because the people around him find value in them. It could be that the Elodoth is incapable of seeing one set of values as “better” than another. The light half is just as “good” as the dark half.

    Auspice Benefit:
    Darkness Into Light: An Elodoth is perpetually aware of the line between light and darkness, and with some effort, he can push another werewolf over that line. Once per chapter, the Elodoth can cure a werewolf of Death Rage. The target thus “cured” suffers the Stunned Tilt for the turn after she leaves Death Rage.
    Alternately, the character can force a werewolf into Death Rage. This requires the player to roll Presence + Empathy +
    Primal Urge in a contested action against the target’s Resolve + Composure. If the Elodoth wins, the target enters Death Rage.
    (This power only works on Uratha, obviousl)

    Ithauer, the shaman
    Of all the auspices, the Ithaeur undergoes the most drastic change between human life and his new existence as Uratha. Before, even if he believed in spirits, he didn’t see them on a regular basis. Now they are everywhere. Everything has a spirit, and every spirit is hungry.

    Being a crescent-moon means literally never being alone. The Ithaeur is always being watched by a thousand ephemeral eyes. He has to become comfortable with that, because nowhere in Flesh or Shadow is without spirits. The crescent-moon therefore embraces his many companions, includes and acknowledges them, and does his best to live in accordance with their laws. To do otherwise is disrespectful, and disrespecting spirits can be fatal.

    The Ithaeur is a shaman. He is set apart from every society to which he belongs. He is no longer human, of course, but although he has awakened to his nature as a creature of spirit, he is not a spirit — and the denizens of the Hisil are happy to remind him. But the trauma of the First Change often pushes the Ithaeur so far away from his humanity that he identifies more as spirit than flesh and, in many cases, forgets that the best course of action is to take the middle ground and be

    He behaves strangely even for a werewolf, observing bans that do not actually affect him, and in the process becomes closer to the spirits than is healthy. This makes him a valued part of the pack and the tribe, but also makes him an outsider. The Spirit Master is the werewolf other Uratha seek out when they have need of his skills, but he is not the first choice for socializing.

    Auspice Benefit:
    Spirit Howl: A werewolf has a place in the spirit ecology. For the most part, the place they occupy is that of "dominant predator,” and with some effort, an Ithaeur can claim that position. Once per chapter, the character can let out a howl that, while silent in the Flesh, reverberates through the Shadow. Spirits of lower Rank than the werewolf flee the area, hide, or go dormant, while more powerful spirits avoid the werewolf out of deference. Spirits that are actively allied with the werewolf’s pack or tribal totem might even come to his aid, though the Ithaeur shouldn’t ever count on that.

    Only spirits that are outright hostile to the pack do not show deference, though their Defense is penalized by the werewolf’s Wisdom Renown. This howl does not require a roll, but does require the player to spend a point of Essence.

    Irraka, the stalker

    The new moon is the moon of secrets, ambushes, and hunting unseen. The werewolf chosen under the new moon, the Irraka, is the wolf that does not howl while hunting. She listens for her packmates, but she trusts them to know that she
    will not answer. She strikes, tearing out her prey’s throat so it cannot scream, breaking its leg so it cannot run, or pushing it
    down a bluff so it is far from help. If she can strike the killing blow, she will, but the Stalker is more interested in making sure that the killing blow is inevitable. When hunting with a pack, she often chooses not to claim this honor herself. The Irraka is proud of her role as the one to cripple the prey. The righteous Rahu or the boisterous Cahalith might be the one to take the prey’s throat at the end of the hunt, but it was the Irraka who snapped its femur or disemboweled it so it couldn’t run.

    Irraka test everything, from doors to people to social connections. They don’t want things to break, but they know that everything does, so they want to know how and where something is going to crumble before it happens. Of course,
    this does mean that the Irraka sometimes tests something to  the point of breaking.

    Auspice Benefit:
    Closer Than You Thought: Under the dark moon, the prey cannot judge distance or threat. The Irraka can make use of the inherent uncertainty of the new moon. Once per chapter, the Irraka can become suddenly closer to a target. Mechanically, this can be expressed in one of the following manners:

    • The Irraka can move her initiative rating to within one point of a target’s, either one above or one below, depending where she is in the initiative relative to the target. She can’t make her Initiative result higher or lower than the target’s if it isn’t already.
    • She can move close enough to use her teeth and clawsagainst one opponent who isn’t attacking her.
    • She can subtract –2 from the number of Doors needed in Social maneuvering.
  • Tribes are groups of Uratha who have chosen to follow one of the ancient paths:

    * Blood Talons (Suthar Anzuth)
    The Talons promotes the warrior aspects of the Uratha

    * Bone Shadows (Hirfathra Hissu)
    The Shadows seek power and wisdom from the Unknown

    * Hunters in Darkness (Meninna)
    The Hunters revere in the wolf aspects of the Uratha

    * Iron Masters (Farsil Luhal)
    The Masters seek to destroy the legions of the Cursed Ones

    * Storm Lords (Iminir)
    The Lords seek to unite the fragmented Uratha people

    * Ghost Wolves (Thihirtha Numea)
    The common name for those not following any of the more common paths.
  • Old Man sat down next to the fire.

    "All right, boys, listen up. Once more, this is how the story goes... Long ago the world was a paradise known as Pangaea, where the spirit and material worlds mingled freely. Balance was kept by Father Wolf, a being of great power who patrolled the borders between the worlds. Luna, spirit of the moon, was impressed by his strength and wisdom and took him as her lover. From their union the Uratha were born: part man and part wolf, blessed by the powers of Luna."

    "As the years went by, some of Father Wolf's children saw that he had become weak, and to prevent him failing in his duties rose against him and killed him, intending to take his place. The death of Father Wolf raised a barrier between the worlds, making it impossible for any being to cross. The death of Father Wolf had some unforeseen consequences - it separated the part that was wolf from the Uratha. But the Uratha were not man anymore, so even with the Wolf gone, some part of it remained. Luna, stricken with grief, closed the Unknown from the Uratha."

    The yard fell silent.

    "Well, that's a nice story", Maria said, "Do you believe any of that shit?"

    Old Man smiled.

    "As with all legends, there is no doubt some part of truth in it. But as a whole? No. But you need to know these stories by heart. The followers of the New Accord are fanatical, and they will be all over you if you look like a non-believer."

    "But what about the Guardians? How come they believe all this? Do they know something we don't?"

    "Not likely... I guess it is a matter of blind faith, nothing else. Anyways, revere Father Wolf, respect goddess Luna. It's better that way, less trouble to us all. We have a real enemy, and that is where we need to concentrate... Besides, we need the support of the local Guardians to win this fight."
  • The Cursed Ones

    The Uratha know of two different 'breeds' of vampires; the Nosferatu and the Succubi.

    The Nosferatu

    The Nosferatu are easy to recognize - they are all deformed in some way. Of course you need to see them first, and as the Nosferatu are masters of darkness and shadows, that is not necessarily an easy task.

    The Nosferatu are usually physically adept, and are dangerous opponents if a fight breaks out.

    The Succubi

    The Succubi look like normal humans - but not like the average human. They are physically very attractive, and most of them have a very seductive style. The Succubi are the masters of manipulation; and they are never alone.

    The Succubi rely on a group of slaves they have created by dominating the minds of weak humans.
  • New York City

    the Queen's Finest (Queens, NYC) 4 members
    the Urban Chaos Crew (Bronx, NYC) 3 members
    the Napier family (Manhattan, NYC) 6 members
    the South of Battery pack (Manhattan, NYC) 5 members
    the Outriders (Staten Island, NYC) 6 members

    Cursed Ones
    the Amsterdam Group ?
    the White Knights ?
    the Ordonians  ?

    "Scepters" ?

    Surrounding the NYC

    the Firelight Pack
    the Jersey Vigilantes
    the Junk Yard Dogs
    the Steelrunners
  • The idigam are spirits of concepts that vanished from the world in prehistory. Rather than passing into nothingness they became warping, shifting masses. Father Wolf could not kill them, so he did the next best thing: He convinced Mother Luna to lock them away on the moon. There they stayed for thousands of years, until the moon landing.

    The idigam have returned to Earth. They want their revenge on Father Wolf, but he’s not around. Taking it out on his descendants will have to do. The Uratha, who have spent millennia hunting specific prey, haven’t any idea how to handle the idigam. The Moon-Banished are a whole new kind of prey — one that hates werewolves. The Uratha have no choice but to adapt to this new threat. Change or die.
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