Werewolf: The Forsaken (Tabletop Game)Werewolf: The Forsaken is the second game in the New World of Darkness line and the spiritual sequel to Werewolf: The Apocalypse. Once upon a time, the physical world — the Gurihal — and the Spirit World — the Hisil — were one world, named Pangaea. The great spirit Father Wolf patrolled Pangaea, ensuring that spirits were kept in line and did not terrorize humanity. The first werewolves—beings part spirit and part human—were Father Wolf's children via the moon spirit, Luna, and were his followers and fellows in arms. But Father Wolf grew old and weak, so some of his children rose up and killed him (ostensibly for the greater good), and then all hell broke loose: The spirit world and the physical world were forever separated, and the descendants of the werewolves who struck down their own sire now inherit a grim legacy. Werewolf: The Forsaken is about playing one of the titular Forsaken — werewolves who threw away the closest thing they had to paradise. Their role is to serve as "border patrol" to the Spirit World, keeping voracious spirits from meddling with human affairs. At the same time they must war with the descendants of those ancient werewolves who were not complicit in the death of Father Wolf and who still regard the Forsaken as traitors and outcasts. It's a hard, bloody, and usually short- lived experience.. Werewolves, as the children of the moon spirit, take their calling in life from the phase of the moon their power and personality are most closely linked to: A full- moon style werewolf is a mighty warrior, while those linked to the new moon are stealthy scouts and outriders, and so forth (these moon signs are called Auspices in the terminology of the game). The Forsaken band together into tribes, loose sociopolitical groups who share the same patron spirit: Blood Talons, the tribe of fierce warriors, Bone Shadows, the shamans and spirit walkers of the Forsaken, Hunters in Darkness, the hardy and bestial scouts and explorers, Iron Masters, the urban and cosmopolitan wielders of human technology and society, and Storm Lords, the generals and high kings of their kind. The antagonistic Pure werewolves have tribes as well: The zealous fanatics of the Fire- Touched, the cold and manipulative Ivory Claws, and the hunter- warrior gladiators of the Predator Kings. The game presents a nest of unsettling dilemmas for characters: They grew up believing themselves to be human, but now find that they are part of a larger and more dangerous world where the human way of acting (and feeling) can be a detriment. They've inherited a legacy and blood- war not of their own making but which poses a dire threat to themselves and everyone around them anyway. And they have the unenviable job of navigating and policing a strange and alien world of totally inhuman entities who by their nature resent and fear them. The only thing they have to rely on is each other.. While not officially a "limited cycle" like the later lines of Promethean: The Created, Changeling: The Lost and Hunter: The Vigil, Werewolf did have the fewest official sourcebooks of an "unlimited cycle" (like Vampire: The Requiem and Mage: The Awakening) released before White Wolf declared they were giving up traditional print for PDFs and print- on- delivery. Abnormal Ammo: Pretty much any bullet or arrow that has a spirit bound into it. Blood Talons and Iron Masters have also been known to create weapon fetishes out of guns with a couple of examples being given in Tribes of the Moon. One of which is a silenced submachine gun whose bullets turn into snakes and insects after hitting the target. Acid- Trip Dimension: Pretty concise summary of the Spirit World. Animorphism: Werewolves. Of course. Anti- Magic: Some Gifts are this. Lordly Will makes your character immune to supernatural mind- affecting powers. The Will Of The Winds allows you to cancel out all supernatural weather effects within a certain radius. But the ones that really take the cake are things like Darkened Moon, which causes the target to immediately lose all access to Auspice Gifts in addition to canceling Auspice Gifts that are currently in effect on said target, and the entire Wolfslayer Gift tree (which does things like stripping away Totem benefits to completely killing a werewolf's regeneration). Anthropomorphic Personification: Nearly everything — animal, plant, landmark, machine, emotion, belief, memetic — has a spirit. And they're hungry. Ape Shall Never Kill Ape: The Oath of the Moon says "The People Shall Not Murder the People" and the core rulebook makes it clear that it's a sin against Harmony to kill another werewolf. This makes dealing with the Pure a little bit of a headache, since they outnumber the Forsaken and don't seem to give a shit about that little provision. It also becomes something of a headache for the Blood Talons in the Second Edition as their preferred prey is other werewolves. The core rule book specifically mentions that hunting other werewolves can weigh heavily on a Talons Harmony and that they are expected not to show it around members of the other tribes. Arrested for Heroism: Want to play a good werewolf that protects ordinary humans from spirit incursions and keeps other potentially nasty supernaturals in their place? Good luck there, because as far as most humans are concerned, especially those pesky hunters, you're still a monster. A Nazi by Any Other Name: Ivory Claws, with their obsession with racial purity and discipline. They can even take a merit symbolizing good breeding or a flaw symbolizing bad breeding.. Hey guys Here's my newest cleo mod! I got this idea while playin' SKyrim! You can transform into a werewolf now!!! http://diego4funzone.blogspot.com. Fantastic Racism aspect, has absolutely no mechanical effect apart from how other Ivory Claws react. Awesome, but Impractical: The general opinion of Garou (War Form) in 1e. It should be the coolest and most lethal of forms, but it suffers from various problems that mean many fans never bother to assume it; Urshul is almost as effective a fighter — better, in some ways, since it has access to certain combat options that Garou doesn't — and doesn't have the limitations of "you can only take actions to attack or run away" or "you risk flying into Death Rage every turn you remain in this form". Garou substantially with, among other things, a supercharged Healing Factor that completely restores all non- Aggravated damage instantly. However, it's still at risk of Death Rage and now has a time- limit, so opinion differs on if they succeed. Big Creepy- Crawlies: The Nidmuzug, from the War Against the Pure. They're human beings who can turn into either a swarm of five hundred plus 4- 6 inch long cockroaches.. They're surprisingly pitiable creatures, because they didn't ask to be like this (all they did was eat a perfectly ordinary piece of food.. Werewolf: The Apocalypse is a role-playing game from the Classic World of Darkness line by White Wolf Publishing. Other related products include the Collectible card. This disambiguation page lists articles associated with the title Apocalypse. If an internal link led you here, you may wish to change the link to point directly to. Cheat Codes: Welcome to Cheatbook, your number one Cheats source for all video games and game cheats and codes, Cheats Codes and PC Computer Game Cheats, Action Games. A description of tropes appearing in Werewolf: The Apocalypse. A Storytelling Game of Savage Horror. The second tabletop roleplaying game in the classic …. Werewolf: The Apocalypse - The Heart of Gaia was an aborted computer 'first to third person action game' based on Werewolf: The Apocalypse. It was being developed for. Blood of the Werewolf Gameplay (PC HD)-------PC Specs: CPU: Intel Core i5 3470 3.20GHz box Motherboard: ASRock B75M. Werewolf: The Forsaken is the second game in the New World of Darkness line and the spiritual sequel to Werewolf: The Apocalypse. Once upon a time, the …. Nidmuzug within a mile or so, so it was tainted and turned them into more were- roaches) and they're still fairly human in terms of mentality—they don't even get the healing powers that all other shapechangers do. Their name translates as "the Unclean". The Azlu as well. Giant Spiders who feed on human flesh and who assume humanoid forms by eating peoples' brains and absorbing their bodies. Not fun. Big Eater: Uratha have greater appetites than most (partially because they're part- wolf, partially because of the metabolism required for their Healing Factor). As a result, four meals a day is normal for most of them. Big Screwed- Up Family: Wolfblooded lineages are often like this, but Ivory Claw ones tend to be the biggest and screwiest. Blood Knight: Blood Talons (their name is something of a hint). Exhibit A: they consider the hunter aspect of a werewolf's existence the most important part. Exhibit B: almost all of their rituals involve someone's ass getting kicked. Exhihibt C: their extra part of the Oath of the Moon forbids them from surrendering in a fight unless they would make the offer to their opponent in similar circumstances. Bloodbath PC Origin: Very common angst- oriented origin story for both good and evil Werecreatures. Blue and Orange Morality: Harmony is how in tune werewolves are with themselves. Since they're half human and half wolf- spirit, it really doesn't mesh up well with the human form of morality. For example, murdering humans "just because you can" is about as morally grating for werewolves as grand theft is for humans, while wielding silver or telling humans that werewolves exist is as bad for werewolves as a planned, deliberate murder is for humans. Killing another werewolf is even more damning for a werewolf than murdering a human is for a human, but so long as they have a reason, a werewolf can kill as many humans as they want without the slightest moral twinge. Meanwhile, betraying the pack is the absolute worst sin a werewolf can perform, the only other sin as bad as it being hunting werewolves for food. Alongside the Sin- eaters, werewolves have the most alien Karma Meter in the New World of Darkness. With Second Edition, it's even more alien; it's repeatedly noted that werewolves not only don't have the inherent revulsion towards killing and murder most humans do, their entire existence revolves around destroying at least partially sapient beings, and they're only really at peace with themselves on the hunt. Also, Harmony is a sliding scale with the middle being a werewolf at their most sane, so murdering someone who is binding them to the human world could very easily be them trying desperately to retain their mind if they've begun to swing too far towards their fleshy, human side (admittedly, said Touchstones can be things the werewolf is better off without- one flesh Touchstone is "Abuser Who Refuses To Accept She's No Longer Part Of Your Life"). Bolivian Army Ending: Part of the horror of this game line is that werewolf packs rarely get a happy ending. The Uratha world is a cruel and ruthless one. As members grow older and weaker, a pack is commonly wiped out by its enemies (Spirits, Hosts, Pure Tribes, or even rival Uratha packs). Apocalypse (disambiguation) - Wikipedia, the free encyclopedia. From Wikipedia, the free encyclopedia. Apocalypse is the Greek term for revelation. It may refer to: Literature[edit]Film and television[edit]"Apocalypse" (Bottom), a 1. British sitcom episode. Apocalypse (film series), a 1. Cloud Ten Pictures. Apocalypse Now, a 1. American epic war film. Resident Evil: Apocalypse, a 2. Alexander Witt. Apocalypse (Derren Brown special), a two- part special Channel 4 television series featuring the illusionist Derren Brown. The League of Gentlemen's Apocalypse, a 2. The League Of Gentlemen. Apocalypto, a 2. 00. Mel Gibson. The Apocalypse (2. The Asylum. The Apocalypse (2. Apocalypse, a 2. 00. NBC miniseries. Apocalypse: The Second World War, a 2. National Geographic Channel documentary. Superman/Batman: Apocalypse, a 2. This Is the End, a 2. The Apocalypse. X- Men: Apocalypse a forthcoming 2. Marvel comic book supervillain. Warhammer 4. 0,0. Apocalypse, an expansion for Warhammer 4. Games Workshop, which allows players to field exceptionally large armies. Apocalypse (Magic: The Gathering), an expansion to the Magic: The Gathering collectible card game. Apocalypse (Call of Duty: Black Ops II), an expansion for Call of Duty: Black Ops II featuring additional multiplayer and zombie maps. Apocalypse (video game), a Play. Station video game by Neversoft starring Bruce Willis, released in 1. Apocalypse (1. 99. D shooter released for the Acorn Archimedes. X- COM: Apocalypse, a 1. PC strategy game by Microprose. Werewolf: The Apocalypse, a role- playing game from White Wolf, Inc. Apocalypse (board game), a strategy board game set in Europe. Apocalypse (chess variant), a chess variant by C. S. Elliott. Amusement rides[edit]See also[edit].
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