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14

One great resource for the criminal and law aspects of your question is Tales From the 13th Precinct, a sourcebook from the core World of Darkness line that approaches the setting from a law-enforcement perspective. It not only prepares you to make characters on both sides of the law that can encounter the supernatural world, but it adds a few new merits and ...


12

One solution we used was to pick the date our campaign was set in and use a moon phase website (e.g., stardate.org) to keep track of what the phase was for any given day. As time passed in game, we could just look up the phase when we needed it.


9

They're the Apocalypse auspice names run backward using Grimm's Law. Developer Ethan Skemp says the following about the Uratha First Tongue: The root of most First Tongue stuff is Sumerian, then run back through Grimm's Law. Step Three is where it gets really complicated, though, as many — and I mean many — a word is not at all literally the un-Grimmed ...


9

Werewolf: the Forsaken Being a Werewolf seems to be an all-or-nothing state. You've either undergone the First Change or you haven't. Prior to that, the character was probably Wolf-Blooded, but I don't know if that is always true. Blood of the Wolf has a chapter specifically about the Wolf-Blooded where it offers a sort of sliding scale of ...


8

The Death 1 rote Forensic Gaze. (Mage: The Awakening, p.134) Page 121 of Predators tells us that the process of usurpation by the Azlu inevitably kills the host. Forensic Gaze allows the mage who casts it to know "what killed the being in question and how much time has passed since it died." Since it explicitly works on vampires, it's no stretch to see how ...


7

No. From the passage you have quoted: (emphasis added) potentially gaining more Health dots if he wasn’t already in Gauru form


7

In First Edition, they can't. In Second Edition, they can. The loss of a body part, like a limb or an eye, is a potential consequence of taking aggravated damage, whether from severe wounds or silvered weapons. In First Edition, werewolves don't regenerate aggravated damage, so they're stuck. Uratha in 2e heal aggravated damage at one point every four ...


5

Note: This answer describes the real world phases, and assumes that Werewolf: The Forsaken is intending to correspond with our actual moon. Each moon phase lasts about 7 days (properly, 7.4). Therefore, you can assume the moon is new on day 0, waxing for fourteen days (reaching half-moon at day 7), full, then waning for fourteen days (reaching half-moon ...


4

Depending on your GM, the Exorcist's Eye spell (Spirit 1) can detect a possessing entity, although your GM may rule that the Azlu's situation doesn't count as possession (despite being described in Predators under the heading "Possession"). The Healer's Trance spell (Life 1) would surely be able to diagnose the medical condition of having your brain ...


4

Give your players at least one opportunity to shine each. By now, you should have a very good idea of the personal stories of each of your characters. This would be an excellent time to pick on an element of those stories and highlight it. It doesn't have to be the central conflict of each character (that might be too melodramatic for you) but it should be ...


4

I've never played a WtF game that's gotten to lodges, but I've run Mages with Legacies, Vampires with Bloodlines and Changelings with Entitelements, so I have experience in this realm, and I can report on what I've found. It probably goes without saying, but by choosing these Lodges, the players are telling you three things: I want the story to involve X, I ...


4

I do not think you need rules for this. The first thing to note is that for most of the supernatural, the change from mortal to being supernatural is generally a sudden discontinuity in their life. A sudden break with what came before. A vampire goes from being alive to being a vampire in the course of a few minutes. A werewolf is born a werewolf, and ...


4

In the words of my current Storyteller, running a WtF game... "Hahaha! No." To elaborate, there are circumstances that would allow someone to own said bar, but most of those circumstances would require spending merit dots or something along those lines at the very least. One possible circumstance is having it granted due to connections, but again that ...


4

A relic is most likely (though not necessarily) a fetish or a locus, I think. If it is a fetish, detecting them is simple: Fetishes are what would otherwise be mundane items or elements fashioned together and made into vessels or traps for spirits. (...) Recognizing a fetish or talen for what it is requires an Intelligence + Occult roll. – ...


4

The high-level answer to this is "whatever you want for your campaign," but if you want more specific ideas: If you use a spiritual gateway The primary clues left behind would be gleaned from the local spirits. Not all spirits have the ability to pierce the Gauntlet on their own, so a large number of spirits in Twilight would indicate that those spirits ...


4

In short: Two World Eyes does not suffer from any perception penalties. Duel Sense (WTF Appendix 1, page 252) To perceive into the Shadow (or the martial world if already in the Shadow) Roll Wits+Occult+Primal Urge - Gauntlet Strength Irraka have +2 bonus dice to this from Auspice as a Instant action. Success: gets a vague impression of what is going ...


3

The book you want is Predators. It's the one with all the Hosts you list.


3

In the past, I used one of several methods for moon phases. I've almost always tracked time in play, at least to the day. Method 1: Tide Table Books I would pick up (usually for free) leftover out of date tide table booklets picked up at the end of fishing season. I then used that, despite being the wrong year, as the "official" tide and moon phases for ...


3

As BESW said, this site is not for this kind of discussion, but if that serves you as an answer, I'll point you to a comparison and a discussion on the topic: http://rpggeek.com/thread/468304/a-comparison-of-werewolf-the-apocalypse-and-werewo http://forum.rpg.net/showthread.php?501793-Werewolf-Apocyplse-Vs-Forsaken Welcome to the site, BTW. I recommend ...


3

Yes Any of the Ephemeral Beings (Ghost, Spirit or Angel) can do it if it possesses the correct Manifestation. There are three possible manifestations that can be used: Fetter : requires that the target has the Open condition. If successful the target gains the Urged condition (=Spirit-Urged of 1st Edition). Possess : same as Fetter, but the target ...


3

I don't think so. Though the Duguthim's physical appearance becomes more and more warped by the spirit the longer it is Claimed, Werewolves can't automatically see one just based on their normal senses. Certain Gifts/Facets do allow for that, and The Storm Lord Siskur-Dah effect specifically grants them the ability to see Claimed (which is enough to suggest ...


2

Though I don't know of any official or unofficial Rules, I can see this be done for werewolf and changeling, but a Mage's Awakening is generally a radical and sudden change. A Mystery Play could probably be roleplayed over the course of a session, but I don't see it extending beyond that. While not rules per se, there are guidelines in each splatbook ...


2

Well, firstly, play the war. I mean, presumably if they cared enough to start a war, they care enough to fight one. Werewolf on werewolf strategy can get bloody, creepy, and destructive to both the physical and spiritual fabric of an area. The Pure get, by default, better deals with spirits than the Forsaken, so you can have the Pure make deals to have ...


2

No, just as the don't own the Hairdresser or the corner store in the territory. However, if the players want to play a game about owning a bar, and you are happy to tell a story about a pack of werewolves who own a bar, then go for it. Give them a bar, they own it. Why not? You don't need mechanics to signify owning a business You might like to tie there ...


2

The Territories book exactly answers your question. You can "purchase" area advantages with merit dots. These territory advantages then offer bonuses to skills or discounts to purchasing skills, like a gym giving a 1xp discount to purchasing dots in strength, brawl or weaponry.


2

Look for inspiration in history: I would have a look at the siege of the Alamo as a source of inspiration. You should be able to find a few web pages detailing what happened as well as several films. An close second would be the film zulu and Rorke's Drift. Finally, look at siege tropes. Forget rolls and think roles. Built tension in the face of ...


2

I will give my understanding to this and a couple of links that may help you. Regarding how they overlap: I have always viewed this as the two worlds (material and shadow) exist in the same place at the same time. So if you Move through the gauntlet either way you end up in the same location you were but in a different place of existence. Therefore in ...


2

It depends if you the your are using the Hunter simplified werewolf rules (Page 318-321, of Hunter the Vigil) , or the full rules from Werewolf the Forsaken. Hunter the Vigil (page 318) says of Garou (it does not differentiate Garou from Death-rage, and indeed does not use those terms, but it is possible you are using them as "slang") She ignores wound ...


2

Yes, the interpretation is correct. First, let's do a breakdown of the various steps: Werewolf uses his Predatory Aura to put the Submissive condition on the Mage Mage fails the resist roll, so he now has the Submissive condition What are the consequences: Submissive: Your character faced the full bore of a Rahu’s essence. He’s cowed, and cannot ...


2

(First of all, sorry because I'm not english, I don't play in english and I own only italian-translated manuals, so I could make some mistakes with in-game terms - and with grammar) You have a point: the spirit-memory of the target is dead, and replacing it with another one (by a rite, or a fetish, or anything else) should not work, because that is NOT his ...



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