Tag: Introduction

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  • Shapeshifting

    *Homid* In this form the werewolf most resembles a human, although whether he remains one is a question for philosophers. Werewolves use their baseline characteristics in this form. *Glabro* Halfway to Crinos, the Glabro can pass for a human at very …

  • Auspices

    By tradition and legend, the Auspice of werewolves are determined by the phase of the moon during their births. As the cub ages into adulthood, the proclivities and duties of his Auspice will be made clear, so common wisdom has it. More modern and …

  • Tribes

    *Bone Gnawer* They thrive in cities, occupy decaying suburban wastelands, even prosper in run-down rural backwaters. The Bone Gnawer creed is “Whatever works.” They’ve mastered a variety of vicious guerilla tactics suited to their hazardous environments. …

  • The Pack

    The bonds formed in werewolf packs will transcend [[Tribes | Tribe]], culture, nationality, and social class. They are the single most important social unit among werewolves. After they have run countless leagues together and survived even more battles, a …

  • Spirit Realms

    Like our material universe, the Spirit World is infinite in its vastness and every werewolf is born with the instinctive ability to explore both. Shapechangers are creatures of spirit as much as they are flesh. [[File:556711 | class=media-item-align- …

  • Rules Development

    h3. *INTERRUPT* Interrupts are new actions that can be performed during other character's turns. They usually require the character meet some sort of cost to do so: typically an expenditure of Willpower, Rage, or Gnosis. h3. *WILLPOWER* * *Mother …

  • Prologue

    After a short and brutally violent conflict, the werewolves have lost Chicago and the White City Cairn. The elders and athro have left for literally greener pastures, the fostern sent back to their cairns. Some cliath have hidden in the urban wasteland of …