Death of mother earth, Never a rebirth, Evolution's end, Never will it mend...
...Blistering of earth, Terminate its worth, Deadly nicotine, Kills what might have been...
...Smoldering decay, Take her breath away, Millions of our years, In minutes disappears...
Opposition...Contradiction...Premonition...Compromise
Agitation...Violation...Mutilation...Planet dies
Darkest colour blistered earth
True death of life Termination...Expiration...Cancellation...Human race
Expectation...Liberation...Population...Lay to waste
See our mother put to death, See our mother die
-- "Blackened" by Metallica, from "And Justice For All" (1988)
(NOTE: This is
not
normally a Play-By-Email Game, but we do allow players to make moves via
email if players' schedules do not allow in-channel live RP)
"Don't look for a happy ending. It's not an American story. It's an Irish one."
- Rory Devaney in
"The Devil's Own" (1997)
RESTRICTIONS:
Restrictions are things that
are legal by the book but for game balance or other reasons, the STs
want more strict control over how much it is in play in this game. The
below are not allowed. Forbidden means not ever; restricted means we
have in the past or we may in the future but not now.
FORBIDDEN PC CLASSES:
Changing
Breeds, Skinchangers
RESTRICTED AUSPICES: Rahu
RESTRICTED TRIBES: Blood
Talons, Ghost Wolves
RESTRICTED
MERITS:
All Lodges.
JULY 2008: Wolf-Blooded
Merit higher than 3 is Forbidden until further notice.
RESTRICTED CHARACTER TYPES:
Weres with Law Enforcement,
Federal Agent or Military Employment (or anything related that might
want an IC Background Check).
Any non-City dwelling PCs,
because they will not see much RP action.
Pre-shift Weres. RPing out a
shift is a large ST burden and then leaves the other characters with the
responsibility to babysit your PC who can't pull its own weight. All PCs
will be already shifted and somewhat experienced.
Why was I one of the chosen ones? Until the fight I could not see
The magic and the strength of my power; It was beyond my wildest
dreams
Dark wings they are descending, See shadows gathering around
One by one they are falling, Every time they try to strike us down
Don't you die on me, You haven't made your peace
Live life, breathe, breathe...
1.
Name: Put the name of your character. Make sure it is not on the Blocked
Names List.
2. Player:
Put your name (and preferably also your email address).
3. Chronicle:
Put "Washington DC By Night." (or DC By Night or 11th Hour)
4. Concept:
This is open-ended, but you can see
examples on pg. 34 of WW55002.
Concepts are
usually a 1-3 word root-level label for who your character is at the core as a
person (not
in a supernatural sense), usually succinctly matching their personality and
their function.
Examples might be: Ambitious
Journalist, Angry Young Man, Drifter, Intellectual, Lost Waif, Party
Animal, Politician, Misguided Prophet, Radical Politician, Socialite. These are stereotypes, and
needn't be literal; details would be covered in your background.
5. Virtue: (Loosely based on
the Seven Heavenly Virtues) List on Pg. 34; explained on pg. 100-105
of WW55002
Choose one of the following:
Charity, Faith, Fortitude, Hope, Justice, Prudence or Temperance.
6. Vice: (Loosely based on
the Seven Deadly Sins) List on Pg. 34; explained on pg. 100-105 of
WW55002
Choose one of the following: Envy,
Gluttony, Greed, Lust, Pride, Sloth or Wrath.
7.Lodge:
All Lodges are restricted at this time and membership must be earned IC.
8.Auspice: Rahu (Full Moon), Cahalith (Gibbous Moon), Elodoth
(Half-Moon), Ithaeur (Crescent Moon) or Irraka (New Moon).
9.Tribe: Blood Talons, Bone Shadows, Hunters in Darkness, Iron
Masters, or Storm Lords. Ghost Wolves are restricted.
10.
ATTRIBUTES
**NB: For
Attributes, Skills and Merits, there is no longer a 3 pt. max cap
for stats in the "initial stage" (since there is no freebies stage
in 2.0).
However, if you
buy 5 dots of anything in Attributes, Skills or Merits at Creation,
the 5th Dot costs 2 points, not 1.
(See
left side pg. 34, WW55002 for more details.)
Attributes are broken down
into Mental, Physical and Social, but also across the other way,
into Power, Finesse and Resistance. (See pg. 47, WW55002 for details.)
Starting dots for Attributes
are 5/4/3.
MENTAL
PHYSICAL
SOCIAL
POWER
Intelligence
Strength
Presence
FINESSE
Wits
Dexterity
Manipulation
RESISTANCE
Resolve
Stamina
Composure
11. SKILLS (Mental/Physical/Social): You will have 11/7/4 starting dots
(+3 Specialties).
(See pg. 53, WW55002 for more
info.) Mental skills you don't have dots in will cost -3 to your
dice pool for a roll using that stat. Physical & Social are -1 for
unskilled.
In WOD 2.0,
flaws do not actually cost points, and are included more for optional
character balance.
You DO get extra
experience (*as the ST subjectively deems earned) for playing your
flaws well in RP.
Werewolf Flaws
include:
Addiction (explain in BG)
Hard of Hearing
Aloof
Lame
Amnesia
Mute
Behaviour Blind
Notoriety (explain in BG)
Coward
One Arm
Deformity
One Eye
Dwarf
Poor Sight
Embarrassing Secret (explain in
BG)
Racist/Sexist
Forgetful
Speech Impediment
14. Select Starting Gifts (3 Total):
Werewolves start with a total of three dots in Gifts, the highest of
which cannot be greater then their highest Renown. You receive one
Auspice Gift, one Tribal Gift, and one Free Gift.
Ghost Wolves do not have a Tribal Gift list and are restricted to either
Mother Luna or Father Wolf.
One dot of starting Gifts may be exchanged for the first dot of Rituals,
but only your ‘Free Pick’ Gift.
Auspice Gifts:
Rahu - Dominance, Full Moon, Strength
Cahalith - Gibbous Moon, Inspiration, Knowledge
Elodoth - Half Moon, Insight, Warding
Ithaeur - Crescent Moon, Elemental, Shaping
Irraka - Evasion, New Moon, Stealth
Tribal Gifts:
Blood Talons - Inspiration, Rage, Strength
Bone Shadows - Death, Insight, Warding
Hunters in the Darkness - Elemental, Nature, Stealth
Iron Masters - Knowledge, Shaping, Technology
Storm Lords - Dominance, Evasion, Weather
Ghost Wolves - NONE
15. Renown (Starting at 1-2 Dots):
All Werewolves receive a dot of Renown based on their Auspice and one
based on their Tribal Totem.
Ghost Wolves, lacking a Tribe, only receive their Auspice renown at
starting.
Please note that if your Tribal and Auspice Renown are the same, you
begin play with a 2 in that renown and may elect to start with a two-dot
Gift and a one-dot Gift.
Auspice Renown:
Rahu - Purity
Cahalith - Glory
Elodoth - Honor
Ithaeur- Wisdom
Irraka- Cunning
Tribal Renown:
Blood Talons - Glory
Bone Shadows - Wisdom
Hunters in the Darkness - Purity
Iron Masters - Cunning
Storm Lords - Honor
Ghost Wolves - NONE
16. Auspice Specialty (Note Power):
Mother Luna gave the Forsaken much when she gave them Auspice affinity.
In addition to Renown, Gifts, and Purpose, she also gave each of her
Auspice a special power and affinity for a certain set of skills.
Select your Auspice Specialty and note your power at this time.
Rahu - Brawl, Intimidation, Survival. Power- Warrior’s Eye (once per
session you may ‘read’ your opponent by rolling Wits+ Primal Urge.
Success tells if your opponent is stronger then you. An exceptional
success defines this gap).
Cahalith - Crafts, Expression, Persuasion. Power- Prophetic Dream
(Once per STORY you may petition the STs for a dream that will offer
some relevance to a current crisis of the character. Also, the
character gains +1 dice on Occult checks regarding Riddles,
Mysteries or Omens.)
Elodoth - Empathy, Investigation, Politics. Power- Spirit Envoy.
(Gain +2 dice on any Empathy, Persuasion, Expression or Politics
check involving spirits. These dice only apply if you are not
bullying or threatening said spirit).
Ithaeur - Animal Ken, Medicine, Occult. Power- Ritual Master.
(Raising your Rituals trait or buying specific Rituals is at a
reduced price. X4 and equal to the dots as appropriate)
Irraka - Larceny, Stealth, Subterfuge. Pathfinder’s Sense (Gain +2
dice to look from one world to the next or perceive ephemeral
Spirits, or on a roll to determine which direction a locus lies).
17. Harmony (Max. 10):
All Harmony begins at 7.
You may not buy down to 5 as this is an optional rule and not in effect.
Increasing or decreasing Harmony must be done fully IC with experience
expenditures or failed rolls as appropriate.
(See PG 180-186 in WW30000
for more information)
18. Primal Urge (Max. 10):
Primal Urge begins play at one.
You may exchange 3 of your initial Merit points to increase your Primal
Urge by one, to a maximum of 3 at starting.
Such exchanges need to be justified in your background.
(See WW30000
PG 75-76 for a full description of the effects of Primal Urge)
19. Equipment:
STs are free to allow or disallow extreme starting equipment without
excellent justification in your background.
20. Essence:
Essence starts equal to your Harmony. In this case, seven.
(See
WW30000
PG 76 for more information on Essence)
21. "Derived Stats":
You should record common Stats you will use
in play -
Willpower (Resolve+ Composure)
Speed (Strength+ Dexterity+ Applicable Merits)
Health (Stamina+ Size + Applicable Merits)
Initiative (Dexterity+ Composure)
Size (5 +/- Applicable Merits/Flaws)
Defense (Lower of Wits and Dexterity)
Armor (If purchased in Equipment or Merits)
BEFORE YOU FINISH YOUR CHAR SHEET, CHECK IT AGAINST THE RESTRICTIONS
FOR ALL GENRES:
Restricted & Forbidden Character Types (Creating A Character Sheet)
WHO
APPROVES YOUR SHEET/WHO IS SHIFTER ST?: Jon or Ice
You can email sheets to any ST in the channel. You are responsible to check with the ST to see if they has received your character. The above-named ST is just designated as more well-versed in the genre but you can and may be guided by any ST on staff.
Last
winter, government-sponsored hunters killed 10 wolves in southeastern
Norway because sheep farmers complained the predators were attacking
their stock.
Conservationists protested against the hunt saying the country's wolf
population -- just 28 animals -- could not survive.
Experts now say there are only 13 wolves left in Norway and that the
single remaining wolf pack will probably scatter without breeding,
because its alpha male was among those killed.
-- CNN. June 17, 2002.
2.0 WEREWOLF
BOOKS IN USE:
WHITE WOLF #
TITLE
ISBN
DESCRIPTION
WW30000
Werewolf: the
Forsaken™ (Thursday 10 March, 2005); 320 pgs.
ISBN:
1-58846-324-9
W:tF Core Book
WW30100
Lore of the Forsaken
ISBN: 1-58846-327-3
Lore:
werewolf spirit magic and expanded guidelines for fetish
creation.
WW30101
Lodges: The Faithful ( ); 144 pgs.
ISBN: 1-58846-330-3
Lodges: 34 new Lodges, gifts, rites, fetishes, merits for
the initiated.
WW30102
Lodges: The Splintered
ISBN: 1-58846-337-0
Lodges: 22 new Lodges, gifts, rites, fetishes, merits for
the initiated.
WW30200
Hunting Ground:
The Rockies (Thursday 14 April, 2005): 144 pgs.
ISBN:
1-58846-325-7
Colorado Rocky Mountains as
a setting for Werewolf: The Forsaken™.
WW30300
Predators (Thursday
23 June, 2005);
ISBN:
1-58846-326-5
An
antagonists supplement, contains a horde of
threats to pit against your chronicle.
WW30301
Blood of the Wolf ( ); 144 pgs.
ISBN: 1-58846-329-X
A
‘practical’ guide to being a werewolf, both in the urban
jungle and the wilderness.
WW30302
TBA
WW30303
Blasphemies (
); 144 pgs.
ISBN: 1-58846-332-X
New creation
myths, human cults, and Bale Hounds.
WW30304
WW30305
WW30700
Werewolf: The
Forsaken™ Dice (Thursday 10 February, 2005)
ISBN:
1-58846-595-0
Dice
WW30701
Werewolf: The
Forsaken™ Storyteller Screen (Thursday 14 July, 2005)
ISBN:
1-58846-593-1
Storyteller's
Screen
WW30702
Werewolf
Character Sheet Pad (Thursday 10 March, 2005)
ISBN:
1-58846-594-2
Paper Character
Sheets
WW30703
W:tF Mousepad (Thursday
12 May, 2005)
N/A
Computer Mouse
Pad
WW55103
World of
Darkness: Changing Breeds (Friday 30 November, 2007);
pgs.
ISBN:
1-58846-493-4
Dozens of
playable shapechanger breeds, such Bastet, Corvians and the
Oceanborn
WW55602
WOD Rulebook &
W:tF Bundle
Download these
books and other WW Books
(even Out of
Print!) on PDF LEGALLY:
SHIFTER (ANIMALS & WERE-PEOPLE) THEMED MEDIA:
BOOKS:
Wolverine - XMen Comics, "Elfquest"
by Wendy & Richard Pini