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* PlaceOfPower: Loci, which are bound up in spiritual importance and are where the border between Earth and the spirit world is a little bit thinner and Essence can be gathered.


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* StepfordSuburbia: ''Night Horrors: Wolfsbane'' features a town where everything's nice and orderly, a little oasis in the midst of the CrapsackWorld. What made it so nice and orderly? Simple; several years ago, something blew over the town and ''ate everyone's souls.'' So the town's spirit possessed all the inhabitants and put them on autopilot.


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* WhatHaveIBecome: Pretty much required for the game play. The player character is bitten by a werewolf (this just helps the local pack track the newbie, it doesn't start the transformation) and one gruesome, painful transformation sequence later realizes they always had werewolf blood in them that was yearning to get out. Now all those bouts of extreme rage and murderous intent throughout their lives are starting to make sense.

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* HuntingTheMostDangerousGame: ''Spirit Slayers'' introduced The Bear Lodge; an organization of American big game hunters that realized that werewolves are real and decided they would look good on the trophy wall. Interestingly, they sometimes will let a werewolf live, so long as it has not killed a human being.



* TooDumbToLive: Les Mysteries, introduced in the ''Spirit Slayers'' splatbook, actually allow spirits to possess them, which you should know is a very bad thing if you have been reading the rest of this page, on purpose and they deliberately pick fights with werewolves despite being mere humans. It gets better: they've figured out that one group of werewolves is out to wreck everything, and one group is generally better for humankind... except they have got the roles of the Forsaken and Pure reversed.



* WillNotTellALie: The Fire Touched are bound to the rule "Never let a false statement lie". Since this includes their own false statements.
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* ArrestedForHeroism: 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, [[TabletopGame/HunterTheVigil and especially those pesky hunters,]] are concerned you're still a monster.
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* AcidTripDimension: Pretty concise summary of the Spirit World.


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* DetectEvil: There are the abilities that allows your character to smell "Malice" (ie: hate, anger, jealous, ill intent) and "supernaturality" (ie: monsters, other werewolves, wizards).


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* HopelessWar: Part of the horror of the setting. The Forsaken are currently engaged in a three-front war with a lot of indications that they are losing. Their enemies are the Hosts, vicious half-spirit entities that want to either cut the spirit world off permanently (the Azlu) or rip its walls down (the Beshilu), the spirit world itself, and a faction of their race known as the Pure which views them as heretics. The Hosts are nigh-impossible to kill permanently. Nine out of ten spirits are more powerful than the strongest werewolf, and they tend to be extremely hostile towards living things. And the Pure collectively outnumber the Forsaken.
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* BloodKnight: 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.


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* DualWorldGameplay: Player characters can easily sidestep between this world and the Spirit World. Any permanent-ish solution to the world's many woes usually needs things to be done on both sides of the Gauntlet.


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* GadgeteerGenius: The Iron Masters have an affinity for Technology Gifts that, at the highest level, allow them to make just about any technological device out of the base materials. Like a circuit-board out of plastic and sand or a gun and ammunition out of scrap metal.


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* HorrifyingHero: This is pretty much self-explanatory; your characters are ''werewolves,'' one of the classic Hollywood monsters.


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* LinearWarriorsQuadraticWizards: Werewolves are the most powerful starting level player characters in the NewWorldOfDarkness, but mages eclipse them at higher levels. That being said, higher level werewolf abilities are nothing to sneeze at.


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* SkeletonsInTheCoatCloset: Bone Shadows are known for making fetishes out of human bones, including skull masks and articles of clothing.
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* EarnYourTitle: Deed Names, game fluff that states werewolves who've attained deeds of great Renown will often take on a name to reflect it.


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* {{Mana}}: Called Essence here but otherwise the same thing.


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* MuggleBornOfMages: Wolf-blooded who get at least a little more respect than their spiritual ancestors, Kinfolk in ''TabletopGame/WerewolfTheApocalypse.'' One of the splatbooks gave them their own share of abilities.


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* {{Omniglot}}: There are three language-derived Gifts that range from ''instantly pick up the native language'' to ''understanding what anyone says, but you can't reply back.''


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* RealityBleed: Verges; these are places where the spirit world bleeds into the real world.


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* SuperpowerfulGenetics: Being a werewolf is a hereditary thing but that doesn't necessarily mean all children of werewolves will Change. The coupling between a Changed werewolf and the unchanged child of a werewolf (known as Wolf-Blooded) has a greater chance of producing a werewolf than a werewolf and an ordinary human.


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* WeirdnessCensor: Lunacy, one of Luna's little gifts, causes most humans upon seeing a werewolf in the hybrid form(s) to freak out hysterically and forget about what happened later. Emphasis on ''most'' humans, as there are exceptions to this rule.


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* WillNotTellALie: The Fire Touched are bound to the rule "Never let a false statement lie". Since this includes their own false statements.

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* DreamingOfThingsToCome: All Cahaliths have the innate talent of receiving visionary dreams straight from Luna herself. However, as Luna's mercurial as hell all the damn time, these dreams are often heavily cloaked in symbolism and metaphor.



* FiveManBand: The gameplay mechanics seem inclined to set up packs like this:
** TheHero: Elodoth
** TheLancer: Irraka
** TheBigGuy: Rahu
** TheSmartGuy: Ithaeur
** TheChick: Cahalith



* HulkingOut: Death Rage, you automatically transform into your "war form" and go on an unstoppable rampage. It's either triggered through pain or anger (and depending on your Karma Meter, that anger can range from "one of your packmates just got killed" to "someone smarted off to you").



* MagicByAnyOtherName: Gifts.



* MultiformBalance: Whether the Uratha's five forms are better balanced than those of its spiritual predecessor is debated by many; but the effort is there.

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* MultiformBalance: Whether the Uratha's five forms are better balanced than those of its spiritual predecessor is debated by many; but the effort is there. As for actually usage:
** The Hishu (human) form is most likely to pass among mortals and best suited for social dealings.
** The Dalu (wolf-man) form allows added strength while retaining human form, but still pings Lunacy a little.
** The Gauru (monster two-legged wolf) form is the strongest, most damaging form, but can only be used for a limited time and is locked in a state of rage that makes any action but attacking something a failure.
** The Urshul (dire wolf) form is fastest of all and quite strong, but will still ping Lunacy heavily.
** The Urhan (wolf) form will blend in most easily in nature and could maybe pass for a wolfdog in urban environments.


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* PowerPerversionPotential: The "Call Human" rite. The sourcebook ''explicitly'' mentions in the rite's description that less-than-virtuous werewolves have used it to summon random humans to their location to rape them.


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* ThisWasHisTrueForm: Werewolves revert to human when they die. This also applies to any severed limbs and spilled blood. Makes maintaining the Masquerade a whole lot easier.

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* DarkIsNotEvil: Bone Shadows have a pretty big fascination with death and actively practice a form of necromancy. Still they are on the good guys' side.



* KryptoniteFactor: To silver, of course. The Pure Tribes, however, have it a lot worse than the Forsaken. Forsaken just get dealt aggravated damage when wounded by a silver weapon; Pure can't even ''touch'' silver without getting hurt.



* Partial Transformation: Aside from their three hybrid animal-human forms werewolves can learn a gift that allows them to shapeshift one body part at a time.

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* Partial Transformation: PartialTransformation: Aside from their three hybrid animal-human forms werewolves can learn a gift that allows them to shapeshift one body part at a time.


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* WeHaveReserves: The Fire Touched have a pretty damn big army, almost big enough to take on all the other tribes at once. Naturally, when they see something they want they have a tendency to throw manpower at it till they get it.
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* AbnormalAmmo: 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.


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* DemonicPossession: Spirit hosts.


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* EnemyMine: Both the Forsaken and the Pure hate the Bale Hounds with a passion and have been known to put aside their differences, temporarily, to deal with them.


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* FurAgainstFang: [[TabletopGame/WerewolfTheApocalypse Unlike it's predecessor]], werewolves don't, as a whole, feel the need to exterminate vampires. That being said there are werewolves who make it their mission in life to wipe out the vampire population. Case in point, the Black Moon Extreme is a pack of young cubs who decided the best way to aid Denver was to hunt down vampires. While some pack members have good reason to hate vampires — and Denver has had a bad history with the bloodsuckers — the pack's alpha is basically just doing it for an ego trip and a lot of the other packs think they're posers who are going to do something hideously stupid one day.


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* Partial Transformation: Aside from their three hybrid animal-human forms werewolves can learn a gift that allows them to shapeshift one body part at a time.


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* SpiritualSuccessor: To ''TabletopGame/WerewolfTheApocalypse.''
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** All of the tribes are Expies of ones from ''TabletopGame/WerewolfTheApocalypse.'' Some are blatantly obvious: the Blood Talons are the Get of Fenris; the Iron Masters are the Glass Walkers with just a little of the Bone Gnawers tossed in; the Predator Kings are the Red Talons; and the Storm Lords are the Shadow Lords. Others are a little mix-and-match; for example, Bone Shadows combine aspects of the Silent Striders and Uktena.

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* ItGotWorse: Merciful Storytellers may not want to pick up the ''Spirit Slayers'' splatbook, advertised as suitable for both werewolves and [[TabletopGame/HunterTheVigil hunters]]. Why? Task Force: VALKYRIE has a bomb that does in the spirit realm what a nuke does in the material world, intended specifically for use against werewolves and their spirit allies. And they intend to use it.



* NiceJobBreakingItHero: The whole premise, in a way. Altough the Forsaken adopt a staunch IDidWhatIHadToDo stance about it, the fact still remains that they ruined Pangaea, killed their own father, sent a large part of their brethen into exile for NOT partaking in the murder, and apparently, the world has only [[ItGotWorse got worse]] after that point...

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* NiceJobBreakingItHero: The whole premise, in a way. Altough the Forsaken adopt a staunch IDidWhatIHadToDo stance about it, the fact still remains that they ruined Pangaea, killed their own father, sent a large part of their brethen into exile for NOT partaking in the murder, and apparently, the world has only [[ItGotWorse [[FromBadToWorse got worse]] after that point...


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* NukeEm: Merciful Storytellers may not want to pick up the ''Spirit Slayers'' splatbook, advertised as suitable for both werewolves and [[TabletopGame/HunterTheVigil hunters]]. Why? Task Force: VALKYRIE has a bomb that does in the spirit realm what a nuke does in the material world, intended specifically for use against werewolves and their spirit allies. And they intend to use it.
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Finally, and hated by all, are:
* The '''Bale Hounds''', or ''Asah Gadar'' who serve the Maeljin, spiritual personifications of sin and vice. They strive to open Wounds, subvert the Forsaken and the Pure from within, and bring the world under the control of the Meljin. They may or may not be the Ninth Tribe; if so they are sworn to Soulless Wolf.
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* WorthyOpponent: The Predator Kings's stance on the Forsaken. They don't hold Father Wolf against them (if they killed him, it was his time to die), and they honor anyone who can give them a good fight. But as long as the Forsaken are around, Pangaea's not, so the Forsaken have to die.

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* BigBadassWolf: Beyond the obvious connotations, there's the Urshan form for werewolves. Likened at least once to the dire wolves of Earth's prehistory, a werewolf in Urshan form stands 3 to 5 feet at the shoulder and can be 6 to 8 feet long. For comparison, a regular wolf usually stands 2.5 feet at the shoulder and 3 to 5 feet in length.

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* BigBadassWolf: Beyond the obvious connotations, there's the Urshan form for werewolves. Likened at least once to the dire wolves of Earth's prehistory, a werewolf in Urshan form stands 3 to 5 feet at the shoulder and can be 6 to 8 feet long. For comparison, a regular wolf usually stands 2.5 feet at the shoulder and 3 to 5 feet in length.length.
** Taken UpToEleven with the Primal Form, the ultimate of Mother Luna's Gifts. The resultant monster wolf, described as "one part prehistoric beast and one part pure nightmare", stands as tall as Urshan is long and causes Lunacy as potently as the Gauru form does. A werewolf in this form is also more likely to slip into Death Rage.



* OutgrownSuchSillySuperstitions: One werewolf lode, the Lodge of the Fallen Idol, is dedicated to bringing an end to all religions because they view them as the most dangerous and destructive of all human concepts. They began as a lodge for "alternative beliefs" in medieval Europe, but after Christian werewolves helped the inquisition kill off most of the members, the survivors regrouped, took a serpent spirit of truth as their totem, and vowed to bring down religion by any means neccessary. Their symbol is even a snake coiling around a shattered cross.
** Also kind of a case of flat-earth atheism, given that there are a number of spirits and a rank of mages that can be and are unironically referred to as gods, who can pretty easily one-up the old testamtent when they're feeling crotchety.

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* OutgrownSuchSillySuperstitions: One werewolf lode, the Lodge of the Fallen Idol, is dedicated to bringing an end to all religions because they view them as the most dangerous and destructive of all human concepts. They began as a lodge for "alternative beliefs" in medieval Europe, but after Christian werewolves helped the inquisition kill off most of the members, the survivors regrouped, took a serpent spirit of truth as their totem, and vowed to bring down religion by any means neccessary. Their symbol is even a snake coiling around a shattered cross.
** Also kind of a case of flat-earth atheism, given
cross. That's not to say that there are a number they don't recognize the existence and power of powerful supernatural beings, like high Rank spirits and a rank of mages that can [[MageTheAwakening Archmages]], they just don't believe anyone, humans especially, should be and are unironically referred worshipping them. This may also be why they tend to as gods, who can pretty easily one-up the old testamtent when they're feeling crotchety.focus primarily on human religions.
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** Actually mechanically encouraged to be the rite of just pants, since dedicating an entire outfit doesn't bring things like your wallet and cell phone along, whereas if you dedicate a _single_ item of clothing (e.g. pants) then whatever's in the pockets stays with you. So... lots of bare-chested hulk outfits going on there.

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** Also, they have four non-human forms, whereas most depictions of werewolves give them one or, at most, two. The Dalu (Near-Human) is the classic "wolf-man" of cinema (bigger, stronger, hairier, bestial features, fangs and claws). The Gauru (Wolf-Man) is the anthropomorphic wolf common to more modern depictions of werewolves. The Urshul (Near-Wolf) is a gargantuan, but otherwise mundane-looking, wolf. Finally, the Urhan is a standard run of the mill wolf.

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** Also, they have four non-human forms, whereas most depictions of werewolves give them one or, at most, two. The Dalu (Near-Human) is the classic "wolf-man" of cinema (bigger, stronger, hairier, bestial features, fangs and claws). The Gauru (Wolf-Man) is the anthropomorphic wolf common to more modern depictions of werewolves. The Urshul (Near-Wolf) is a gargantuan, but otherwise mundane-looking, wolf. Finally, the Urhan is a standard run of the mill wolf.wolf.
** Justified in that, well, the classic creature that completely loses control every month simply doesn't make for a sustainable or particularly fun player character. There is a Pure tribe (the predator kings) and an alternate ruleset in the core book for those that want to play a more straight mythological werewolf.


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** Also kind of a case of flat-earth atheism, given that there are a number of spirits and a rank of mages that can be and are unironically referred to as gods, who can pretty easily one-up the old testamtent when they're feeling crotchety.
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*** The near-man form can be rationalized as a really tall, disfigured human with the manliest beard on the planet, even up close. From far away, it's just a tall guy in (usually) a long coat and a big hat. Meanwhile, near-wolf is the size of a bear, can't really wear clothes, and has the shape and speed of the creature from American Werewolf in London. Little harder to rationalize, so a bit more likely to scare the crap out of you.
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** Dire Wolf is a savage beast. Death Wolf is obsessed with the dead. The patron of the [[BigBad Bale Hounds]] tribe is named "Soulless Wolf". [[CompleteMonster Guess why]].

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** Dire Wolf is a savage beast. Death Wolf is obsessed with the dead. The patron of the [[BigBad Bale Hounds]] tribe is named "Soulless Wolf". [[CompleteMonster Guess why]].
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* TookAThirdOption: The Bale Hounds justify their throwing in with the Maeljin along these lines, as the other alternatives are to either try and restore Pangaea like the Pure or pursue balance like the Forsaken.


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* VillainousValor: The ''Blasphemies'' splat notes that the Bale Hounds actually regard the Forsaken as more of a threat, and as worth more inherent respect, than the Pure. The Pure are practically halfway towards fulfilling the same goals as the Bale Hounds -- after all, the sheer amount of havoc that tearing the Gauntlet away and reuniting the two worlds would surely cause the whole world to be one giant Wound soon after -- and the Bale Hounds look down upon them as childish. The Forsaken, however, have a genuine and reasonable goal, doomed to failure as it may be, and try to uphold it despite the fact that they're harrassed on all sides by the Pure (who outnumber them roughly two to one) and spirits, while ignorant humans undo everything they do.
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* ImAHumanitarian: Subverted. Human flesh is SupernaturallyDeliciousAndNutritious to werewolves, and they can sometimes end up eating their victims after flying into Death Rage, but the Forsaken strictly avoid doing this. On the Werewolf KarmaMeter, eating human flesh is a sin comparable to serial murder on the mortal KarmaMeter. So is eating wolf flesh, for much the same reason, and eating other werewolves is even worse.
** It's implied the Pure don't care too much about this rule, though.
** There's actually at least two Lodges that tie into this. The Lodge of {{Wendigo}} teaches secret rites that are empowered by cannibalism, though they are actually not the Lodge's focus and most refuse to use them. The Lodge of the Feast, on the other hand, is devoted to giving werewolves an opportunity to savor the "forbidden feast".
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It Got Worse renamed, example no longer fits criteria.


* GodSaveUsFromTheQueen: The Pure believe that Luna slept with Father Wolf and birthed the Firstborn specifically to drain his power, so she could take over the world by proxy when they killed him. [[ItGotWorse It didn't quite work out]].

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* GodSaveUsFromTheQueen: The Pure believe that Luna slept with Father Wolf and birthed the Firstborn specifically to drain his power, so she could take over the world by proxy when they killed him. [[ItGotWorse It didn't quite work out]].out.

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* BigBadassWolf: Beyond the obvious connotations, there's the Urshan form for werewolves. Likened at least once to the dire wolves of Earth's prehistory, a werewolf in Urshan form stands 3 to 5 feet at the shoulder and can be 6 to 8 feet long. For comparison, a regular wolf usually stands 2.5 feet at the shoulder and 3 to 5 feet in length.



* {{Lunacy}}: Each werewolf has his role in society determined by the phase of the moon (Auspice) when he first changes -- full moons are warriors (Rahu), gibbous moons are bards and prophets (Cahalith), half moons are judges and arbiters (Elodoth), crescent moons are mystics (Ithaeur) and new moons are spies and tricksters (Irraka). One weakness of the Pure Tribes is that they do not have Auspices, said to be because they refused to accept any guilt for Father Wolf's death and thus never got back on Luna's good side.
** They also actively hate Luna, and reject any association with her or her laws. One of the conditions for Forsaken uratha to defect to the Pure is to undergo a ritual which permanantly destroys their auspice.

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* {{Lunacy}}: Each werewolf has his role in society determined by the phase of the moon (Auspice) when he first changes -- full moons are warriors (Rahu), gibbous moons are bards and prophets (Cahalith), half moons are judges and arbiters (Elodoth), crescent moons are mystics (Ithaeur) and new moons are spies and tricksters (Irraka). (Irraka).
**
One weakness of the Pure Tribes is that they do not have Auspices, said to be because they refused to accept any guilt for Father Wolf's death and thus never got back on Luna's good side.
**
side. They also actively hate Luna, and reject any association with her or her laws. One of the conditions for Forsaken uratha to defect to the Pure is to undergo a ritual which permanantly destroys their auspice.


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** Lunacy is also the term werewolves used for the aura of spiritual power they have that drives humans who behold them crazy. [[CaptainObvious It doesn't appear at all in human or wolf forms]], but its potency is affected by which form the werewolf is in. Strangely, the near-human form is actually weaker in terms of its Lunacy aura than the near-wolf form, despite the fact the former looks more like the classic cinema "WolfMan" type werewolf.


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** Also, they have four non-human forms, whereas most depictions of werewolves give them one or, at most, two. The Dalu (Near-Human) is the classic "wolf-man" of cinema (bigger, stronger, hairier, bestial features, fangs and claws). The Gauru (Wolf-Man) is the anthropomorphic wolf common to more modern depictions of werewolves. The Urshul (Near-Wolf) is a gargantuan, but otherwise mundane-looking, wolf. Finally, the Urhan is a standard run of the mill wolf.

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* GreyAndGrayMorality: The Forsaken are far from saintly, and the Pure don't go out of their way to sin against Harmony: they see sin as a regrettable, often-necessity to stop the Forsaken's false balance. Notably, both sides will quickly work together against the [[CompleteMonster Bale Hounds]] or [[EldritchAbomination idigam]].

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* GreyAndGrayMorality: The Were the Forsaken are far from saintly, and right to kill Father Wolf, or was it a crime against nature? Are the Pure don't go out of their way right to sin against Harmony: persecute the Forsaken, or are they see sin as a regrettable, often-necessity cowardly bigots? It's actually pretty hard to stop the Forsaken's false balance. Notably, both sides will quickly work together against the [[CompleteMonster Bale Hounds]] or [[EldritchAbomination idigam]].tell.


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* WellIntentionedExtremist: A somewhat more sympathetic interpretation of the Pure Tribes.
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* OutgrownSuchSillySuperstitions: One werewolf lode, the Lodge of the Fallen Idol, is dedicated to bringing an end to all religions because they view them as the most dangerous and destructive of all human concepts. They began as a lodge for "alternative beliefs" in medieval Europe, but after Christian werewolves helped the inquisition kill off most of the members, the survivors regrouped, took a serpent spirit of truth as their totem, and vowed to bring down religion by any means neccessary. Their symbol is even a snake coiling around a shattered cross.
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* MadOracle: Where Rabid Wolf's name comes from, according to the Fire-Touched. He was the most honest and wise of the Firstborn, according to the legends, but the knowledge of just how deceptive and short sighted the world is [[GoMadFromTheRevelation drove him beyond sanity]]. They ''also'' believe that it's impossible to possess both perfect clarity of thought and visions of the future at the same time-you need to be delirious to perceive the flow of fate or commune with Rabid Wolf. Fire-Touched oracles usually do this via self-inflicted torture and Disease Gifts.

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* '''Ivory Claws:''' Also known as ''Tzuumfin'', the Ivory Claws maintain their purest of bloodlines among humanity, free of all Forsaken taint; they alone do not accept Forsaken converts, and follow a serious of rigorous codes to keep their purity. They closely follow their Honor and have unparalleled mastery of pain. Followers of Silver Wolf.

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* '''Ivory Claws:''' Also known as ''Tzuumfin'', the Ivory Claws maintain their purest of bloodlines among humanity, free of all Forsaken taint; they alone do not accept Forsaken converts, and follow a serious series of rigorous codes to keep their purity. They closely follow their Honor and have unparalleled mastery of pain. Followers of Silver Wolf.



While not officially a "limited cycle" like the later lines of ''PrometheanTheCreated'', ''TabletopGame/ChangelingTheLost'' and ''TabletopGame/HunterTheVigil'', Werewolf did have the fewest official sourcebooks of an "unlimited cycle" (like ''VampireTheRequiem'' and ''TabletopGame/MageTheAwakening'') released before White Wolf declared they were giving up physical books for [=PDFs=]. The total list of sourcebooks is...

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While not officially a "limited cycle" like the later lines of ''PrometheanTheCreated'', ''TabletopGame/ChangelingTheLost'' and ''TabletopGame/HunterTheVigil'', Werewolf did have the fewest official sourcebooks of an "unlimited cycle" (like ''VampireTheRequiem'' and ''TabletopGame/MageTheAwakening'') released before White Wolf declared they were giving up physical books traditional print for [=PDFs=]. [=PDFs=] and print-on-delivery. The total list of traditional print sourcebooks is...is...



* Hunting Grounds -- another mini-line of sourcebooks, intended to cover specific areas of America as they apply to werewolves. Only one, focusing on the Rocky Mountains of Colorado (and simply called "The Rockies"), was produced.

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* Hunting Grounds -- another mini-line of sourcebooks, intended to cover specific areas of America as they apply to werewolves. Only one, focusing on the Rocky Mountains of Colorado (and simply called "The Rockies"), was produced.


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* Shadows of the UK -- a look at the United Kingdom in the World of Darkness, with a werewolf emphasis.

The PDF-only sourcebooks are...

* Forsaken Chronicler's Guide -- a variety of different takes on the game to use as the basis for chronicles.
* Ready-Made [=PCs=] -- a ready-to-use pack.
* Storyteller Adventure System (SAS) modules -- ready-to-go adventures. There are two Forsaken-specific: "Coyote Falls" and "Parlor Games".
* Werewolf Translation Guide -- two-way conversion between Forsaken and Apocalypse.
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* '''Blood Talons:''' Also known as ''Suthar Anzuth'', these warriors focus on the wild fury of the Forsaken. They seek Glory in all things, and vow to offer no surrender they would not accept. Followers of Destroyer Wolf.

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* '''Blood Talons:''' Also known as ''Suthar Anzuth'', these warriors focus on the wild fury of the Forsaken. They seek Glory in all things, and vow to offer no surrender they would not accept. Followers of Destroyer Fenris Wolf.
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** And then we have [[RodentsOfUnusualSize Belishu Hosts]], for whom spreading disease ''is'' their reason for existing, more or less.

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** And then we have [[RodentsOfUnusualSize Belishu Beshilu Hosts]], for whom spreading disease ''is'' their reason for existing, more or less.

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''Werewolf: The Forsaken'' is the second game in the TabletopGame/NewWorldOfDarkness line and the spiritual sequel to ''TabletopGame/WerewolfTheApocalypse''.

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''Werewolf: The Forsaken'' is the second game in the TabletopGame/NewWorldOfDarkness line and the spiritual sequel to ''TabletopGame/WerewolfTheApocalypse''.
''TabletopGame/WerewolfTheApocalypse''.



''Werewolf: The Forsaken'' is about playing one of the titular Forsaken -- werewolves who threw away the closest thing they had to paradise millennia ago because they believed it could not be maintained. Their duty in life is to serve as "border patrol" to the Spirit World, keeping voracious spirits from riding humanity like toys. At the same time, they have to protect their territories and fend off the Pure, werewolves who view all Forsaken as murderers for their complicity in the death of Father Wolf. It's a hard, bloody, and usually short-lived experience... but someone has to do it.

to:

''Werewolf: The Forsaken'' is about playing one of the titular Forsaken -- werewolves who threw away the closest thing they had to paradise millennia ago because they believed it could not be maintained. Their duty in life is to serve as "border patrol" to the Spirit World, keeping voracious spirits from riding humanity like toys. At the same time, they have to protect their territories and fend off the Pure, werewolves who view all Forsaken as murderers for their complicity in the death of Father Wolf. It's a hard, bloody, and usually short-lived experience... but someone has to do it.
it.



* '''Blood Talons:''' Also known as ''Suthar Anzuth,'' these warriors focus on the wild fury of the Forsaken. They seek Glory in all things, and vow to offer no surrender they would not accept. Followers of Destroyer Wolf.
* '''Bone Shadows:''' Also known as ''Hirfathra Hissu,'' these shamans study the Shadow and the Spirit, gathering the Wisdom of the spirit courts and swearing to pay each spirit in kind. Followers of Death Wolf.
* '''Hunters in Darkness:''' also known as ''Meninna,'' members of this Tribe focus on protecting the wild and focusing on their animal natures. They vow to protect the sacred places of the world and reinforce the Purity of these areas. Followers of Black Wolf.
* '''Iron Masters:''' Sometimes called ''Farsil Luhal,'' they blend into the human herd and learn from its ways. Their Cunning is great, and they wield mortal technology with clever skill. An Iron Master swears to honor his territory in all things. Followers of Red Wolf.
* '''Storm Lords:''' Also called ''Iminir,'' the Storm Lords seek to rule the Forsaken in strength – or to ensure that others do so. They are bound by their Honor in all interactions, and swear to allow no others to see or tend to their weakness. Followers of Winter Wolf.

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* '''Blood Talons:''' Also known as ''Suthar Anzuth,'' Anzuth'', these warriors focus on the wild fury of the Forsaken. They seek Glory in all things, and vow to offer no surrender they would not accept. Followers of Destroyer Wolf.
* '''Bone Shadows:''' Also known as ''Hirfathra Hissu,'' Hissu'', these shamans study the Shadow and the Spirit, gathering the Wisdom of the spirit courts and swearing to pay each spirit in kind. Followers of Death Wolf.
* '''Hunters in Darkness:''' also known as ''Meninna,'' ''Meninna'', members of this Tribe focus on protecting the wild and focusing on their animal natures. They vow to protect the sacred places of the world and reinforce the Purity of these areas. Followers of Black Wolf.
* '''Iron Masters:''' Sometimes called ''Farsil Luhal,'' Luhal'', they blend into the human herd and learn from its ways. Their Cunning is great, and they wield mortal technology with clever skill. An Iron Master swears to honor his territory in all things. Followers of Red Wolf.
* '''Storm Lords:''' Also called ''Iminir,'' ''Iminir'', the Storm Lords seek to rule the Forsaken in strength – or to ensure that others do so. They are bound by their Honor in all interactions, and swear to allow no others to see or tend to their weakness. Followers of Winter Wolf.



* '''Fire-Touched:''' Also known as ''Izidakh,'' the Fire-Touched are among the most religious of the Uratha, seeing the Pure cause as a holy quest from their totem, Rabid Wolf. They fill themselves with his Wisdom, and learn Gifts of faith and disease; they maintain a sacred law to let no false statement lie.
* '''Ivory Claws:''' Also known as ''Tzuumfin,'' the Ivory Claws maintain their purest of bloodlines among humanity, free of all Forsaken taint; they alone do not accept Forsaken converts, and follow a serious of rigorous codes to keep their purity. They closely follow their Honor and have unparalleled mastery of pain. Followers of Silver Wolf.
* '''Predator Kings:''' Also known as ''Ninnah Farrakh,'' the Predator Kings reject human society in all its forms, wearing none of humanity's trappings and fighting vigorously for the return of the unspoiled wilderness of Pangaea. In doing so, they strive to earn great Glory. Followers of Dire Wolf.

'''Terminology, with translations:''' Every ''Werewolf'' (Character) experienced his ''First Change'' into a werewolf under one phase of the moon, determining his ''Auspice'' (race). Most werewolves choose to join a ''Tribe'' (class) of like-minded changers for instruction and support. Werewolves learn ''Gifts'' (spells) from spirits, and power them with spiritual ''Essence'' (Mana) Any given territory will only support one ''Pack'' (party) of Werewolves. Some Forsaken join a ''Lodge'' (PrestigeClass) to support a goal or gain the patronage of a new spiritual ''totem,'' or patron.

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* '''Fire-Touched:''' Also known as ''Izidakh,'' ''Izidakh'', the Fire-Touched are among the most religious of the Uratha, seeing the Pure cause as a holy quest from their totem, Rabid Wolf. They fill themselves with his Wisdom, and learn Gifts of faith and disease; they maintain a sacred law to let no false statement lie.
* '''Ivory Claws:''' Also known as ''Tzuumfin,'' ''Tzuumfin'', the Ivory Claws maintain their purest of bloodlines among humanity, free of all Forsaken taint; they alone do not accept Forsaken converts, and follow a serious of rigorous codes to keep their purity. They closely follow their Honor and have unparalleled mastery of pain. Followers of Silver Wolf.
* '''Predator Kings:''' Also known as ''Ninnah Farrakh,'' Farrakh'', the Predator Kings reject human society in all its forms, wearing none of humanity's trappings and fighting vigorously for the return of the unspoiled wilderness of Pangaea. In doing so, they strive to earn great Glory. Followers of Dire Wolf.

'''Terminology, with translations:''' Every ''Werewolf'' (Character) experienced his ''First Change'' into a werewolf under one phase of the moon, determining his ''Auspice'' (race). Most werewolves choose to join a ''Tribe'' (class) of like-minded changers for instruction and support. Werewolves learn ''Gifts'' (spells) from spirits, and power them with spiritual ''Essence'' (Mana) Any given territory will only support one ''Pack'' (party) of Werewolves. Some Forsaken join a ''Lodge'' (PrestigeClass) to support a goal or gain the patronage of a new spiritual ''totem,'' ''totem'' or patron.



This game contains examples of:
* {{Animorphism}}--Werewolves. Of course.
* AnthropomorphicPersonification--Nearly everything -- animal, plant, landmark, machine, emotion, belief, memetic -- has a spirit. And they're ''hungry''.
* BigCreepyCrawlies--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... ''or'' a human-sized and crudely anthromorphic cockroach. 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...but there had been another 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".

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This !!This game contains examples of:
* {{Animorphism}}--Werewolves.{{Animorphism}}: Werewolves. Of course.
* AnthropomorphicPersonification--Nearly AnthropomorphicPersonification: Nearly everything -- animal, plant, landmark, machine, emotion, belief, memetic -- has a spirit. And they're ''hungry''.
''hungry''.
* BigCreepyCrawlies--The BigCreepyCrawlies: 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... ''or'' a human-sized and crudely anthromorphic cockroach. 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...but there had been another 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".



* BigScrewedUpFamily--Wolfblooded lineages are often like this, but Ivory Claw ones tend to be the biggest and screwiest.
* BolivianArmyEnding--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 [[WeAREStrugglingTogether rival Uratha packs]]).
* CanNotTellALie--Fire-Touched. They can't even let anyone within earshot tell one.
* CityOfAdventure--Denver and the surrounding areas.
* ChurchMilitant--Fire-Touched again. They're quite happy to receive conversions from the Forsaken instead of just killing them, but that doesn't make their preaching any less militant.
* LesCollaborateurs--The Bale Hounds. They're a group of werewolves who, seeing how malevolent spirits are continually gaining ground, came to the conclusion that the world is naturally inclined to evil. And they want to be on the winning side. They became Maeljin cultists and act as TheMole among other tribes. For the record, both the Forsaken ''and'' the Pure loathe them with a burning passion, and with good reason...
* CultColony--The Pure are both an army and a cult, and they regularly make bunkers/forts in the deep Hisil.
** The Lodge of the Lake. That is all.
* CrapsackWorld--Part of the horror of this game line comes from the fact that all Uratha are painfully aware that the spirits of anger, hate, and excess are more common and more powerful than spirits of love or joy.

to:

* BigScrewedUpFamily--Wolfblooded BigScrewedUpFamily: Wolfblooded lineages are often like this, but Ivory Claw ones tend to be the biggest and screwiest.
* BolivianArmyEnding--Part BolivianArmyEnding: 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 [[WeAREStrugglingTogether rival Uratha packs]]).
* CanNotTellALie--Fire-Touched.CanNotTellALie: Fire-Touched. They can't even let anyone within earshot tell one.
* CityOfAdventure--Denver and the surrounding areas.
* ChurchMilitant--Fire-Touched
ChurchMilitant: Fire-Touched again. They're quite happy to receive conversions from the Forsaken instead of just killing them, but that doesn't make their preaching any less militant.
* LesCollaborateurs--The CityOfAdventure: Denver and the surrounding areas.
* LesCollaborateurs: The
Bale Hounds. They're a group of werewolves who, seeing how malevolent spirits are continually gaining ground, came to the conclusion that the world is naturally inclined to evil. And they want to be on the winning side. They became Maeljin cultists and act as TheMole among other tribes. For the record, both the Forsaken ''and'' the Pure loathe them with a burning passion, and with good reason...
* CultColony--The Pure are both an army and a cult, and they regularly make bunkers/forts in the deep Hisil.
** The Lodge of the Lake. That is all.
* CrapsackWorld--Part
CrapsackWorld: Part of the horror of this game line comes from the fact that all Uratha are painfully aware that the spirits of anger, hate, and excess are more common and more powerful than spirits of love or joy. joy.



** Not to mention that the wolves themselves are cut off from humanity and can easily lose their temper and kill everything within reach.
* EldritchAbomination--The ''idigam'', spirit-things that are ancient, powerful, and mysterious - they appeared in the mid-twentieth century, and took over entire regions of the Shadow, turning them into twisted abominations. Oddly, unlike other spirits, the idigam don't have analogs in the physical world - in spirit terms, they have no natures of their own, which should be impossible. They've been hypothesised by fans to be linked to the [[CosmicHorrorStory Abyss]], from [[TabletopGame/MageTheAwakening Mage]]. The final books revealed that the idigam originated on Earth, but were banished and imprisoned on the moon by Father Wolf and Luna, until they managed to escape their prison in the wake of the moon landings.

to:

** Not to mention that the wolves themselves are cut off from humanity and can easily lose their temper and kill everything within reach.
reach.
* EldritchAbomination--The CultColony: The Pure are both an army and a cult, and they regularly make bunkers/forts in the deep Hisil.
** The Lodge of the Lake. That is all.
* EldritchAbomination: The
''idigam'', spirit-things that are ancient, powerful, and mysterious - they appeared in the mid-twentieth century, and took over entire regions of the Shadow, turning them into twisted abominations. Oddly, unlike other spirits, the idigam don't have analogs in the physical world - in spirit terms, they have no natures of their own, which should be impossible. They've been hypothesised by fans to be linked to the [[CosmicHorrorStory Abyss]], from [[TabletopGame/MageTheAwakening Mage]]. The final books revealed that the idigam originated on Earth, but were banished and imprisoned on the moon by Father Wolf and Luna, until they managed to escape their prison in the wake of the moon landings.



** And then there are Maeljin, spirits that are revered by the Bale Hounds who've become twisted inwards to the point that they're just ''wrong''. The SevenDeadlySins are well-represented among them.
*** Fun fact about the Maeljin: they got mentioned in ''Inferno''. You know what that book's about? ''Demons.''

to:

** And then there are Maeljin, spirits that are revered by the Bale Hounds who've become twisted inwards to the point that they're just ''wrong''. The SevenDeadlySins are well-represented among them.
them.
*** Fun fact about the Maeljin: they got mentioned in ''Inferno''. You know what that book's about? ''Demons.''''Demons''.



* EmotionEater -- Some spirits embody emotional concepts. Mind you, being spirits, they don't have any idea of restraint; they just know that things like love, anger or sadness ''taste really good''.
* {{Expy}}--One of the supplement books, ''[[http://www.amazon.com/Skinchangers-World-Darkness-Chris-Campbell/dp/1588463354 Skinchangers]],'' has a character in it called Shuichi Kurama; who is possessed by a fox-spirit named Yoko. The manga/anime series ''YuYuHakusho'' has a fox demon named Yoko Kurama who was mortally wounded and took refuge in the womb of a pregnant woman, Shiori Minamino, and was reborn as her son, Shuichi Minamino. Even the description of Shuichi Kurama -long black hair, a pleasing face, a friendly demeanor, dresses in traditional clothes when he can get away with it and school uniforms when he can't- matches the one of Yoko Kurama in the manga (anime changed his hair color from black to red).

to:

* EmotionEater -- EmotionEater: Some spirits embody emotional concepts. Mind you, being spirits, they don't have any idea of restraint; they just know that things like love, anger or sadness ''taste really good''.
good''.
* {{Expy}}--One {{Expy}}: One of the supplement books, ''[[http://www.amazon.com/Skinchangers-World-Darkness-Chris-Campbell/dp/1588463354 Skinchangers]],'' Skinchangers]]'', has a character in it called Shuichi Kurama; who is possessed by a fox-spirit named Yoko. The manga/anime series ''YuYuHakusho'' has a fox demon named Yoko Kurama who was mortally wounded and took refuge in the womb of a pregnant woman, Shiori Minamino, and was reborn as her son, Shuichi Minamino. Even the description of Shuichi Kurama -long black hair, a pleasing face, a friendly demeanor, dresses in traditional clothes when he can get away with it and school uniforms when he can't- matches the one of Yoko Kurama in the manga (anime changed his hair color from black to red).



* FetusTerrible--If two werewolves have sex and bear a child, they produce an ''unihar'', or ghost child. Once it bursts forth from its mother's womb, it takes off to the SpiritWorld, where it waits until it's powerful enough to return and wreak havoc on its parents. For extra fun, it's immune to werewolf Gifts, making an already powerful spirit even nastier.

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* FetusTerrible--If FetusTerrible: If two werewolves have sex and bear a child, they produce an ''unihar'', or ghost child. Once it bursts forth from its mother's womb, it takes off to the SpiritWorld, where it waits until it's powerful enough to return and wreak havoc on its parents. For extra fun, it's immune to werewolf Gifts, making an already powerful spirit even nastier.



* FunctionalMagic--Gifts and Rituals (Theurgy, learned from spirits).
* GodSaveUsFromTheQueen--The Pure believe that Luna slept with Father Wolf and birthed the Firstborn specifically to drain his power, so she could take over the world by proxy when they killed him. [[ItGotWorse It didn't quite work out.]]
* GreyAndGrayMorality--The Forsaken are far from saintly, and the Pure don't go out of their way to sin against Harmony: they see sin as a regrettable, often-necessity to stop the Forsaken's false balance. Notably, both sides will quickly work together against the [[CompleteMonster Bale Hounds]] or [[EldritchAbomination idigam]].
* HealingFactor--Werewolves have quite a potent healing ability, being able to recover from blunt trauma in a matter of seconds, and injuries like cuts, burns or bullet wounds as though they were bruises ([[{{Mana}} Essence]] can be spent to make healing even faster).
* IDidWhatIHadToDo--How most Forsaken view the death of Father Wolf. If someone did not take Father Wolf's place, one of the nastier spirits might have killed him and caused all kinds of hell to break loose. It was a horrible thing, but it beat the hell out of the alternative--according to the Forsaken, anyway. Course, the Pure don't give a shit and still want them dead.

to:

* FunctionalMagic--Gifts FunctionalMagic: Gifts and Rituals (Theurgy, learned from spirits).
spirits).
* GodSaveUsFromTheQueen--The GodSaveUsFromTheQueen: The Pure believe that Luna slept with Father Wolf and birthed the Firstborn specifically to drain his power, so she could take over the world by proxy when they killed him. [[ItGotWorse It didn't quite work out.]]
out]].
* GreyAndGrayMorality--The GreyAndGrayMorality: The Forsaken are far from saintly, and the Pure don't go out of their way to sin against Harmony: they see sin as a regrettable, often-necessity to stop the Forsaken's false balance. Notably, both sides will quickly work together against the [[CompleteMonster Bale Hounds]] or [[EldritchAbomination idigam]].
* HealingFactor--Werewolves HealingFactor: Werewolves have quite a potent healing ability, being able to recover from blunt trauma in a matter of seconds, and injuries like cuts, burns or bullet wounds as though they were bruises ([[{{Mana}} Essence]] can be spent to make healing even faster).
faster).
* IDidWhatIHadToDo--How IDidWhatIHadToDo: How most Forsaken view the death of Father Wolf. If someone did not take Father Wolf's place, one of the nastier spirits might have killed him and caused all kinds of hell to break loose. It was a horrible thing, but it beat the hell out of the alternative--according to the Forsaken, anyway. Course, the Pure don't give a shit and still want them dead.



** Note that werewolves have no compunctions against killing humans if it's necessary, and no convenient memory erasure powers. As an example, in one game, an entire village had to be wiped out because "[[KilledToUpholdTheMasquerade The Herd Must Not Know]]."
*** They have Lunacy on their side, it pretty much sends PrimalFear through all the nearby humans and makes them forget what scared them so much, but there are those who have enough willpower to resist or outright ignore Lunacy, THEY usually are the ones getting killed to uphold things.
* IThoughtItMeant--A Fetish is a magic item. [[{{Fetish}} Get your head out of the gutter]].
* ImmuneToDrugs--An extension of their HealingFactor makes them virtually immune to all manner of drugs and poisons. Many werewolves get very frustrated by this.
* InTheBlood--Werewolf-ness is inheritable. Also, exclusively how Ivory Claws add new recruits, which is why their tribe is by far the smallest of the Pure Tribes.
* ItGotWorse--Merciful Storytellers may not want to pick up the ''Spirit Slayers'' splatbook, advertised as suitable for both werewolves and [[TabletopGame/HunterTheVigil hunters]]. Why? Task Force: VALKYRIE has a bomb that does in the spirit realm what a nuke does in the material world, intended specifically for use against werewolves and their spirit allies. And they intend to use it.
* KarmaMeter--Harmony, a measure of how well a werewolf balances his human and spirit halves. Notable among TabletopGame/NewWorldOfDarkness games in that it emphasizes how different werewolves are from normal humans -- for instance, killing humans isn't ''necessarily'' a sin, just killing them for no good reason.
* {{Lunacy}}--Each werewolf has his role in society determined by the phase of the moon (Auspice) when he first changes -- full moons are warriors (Rahu), gibbous moons are bards and prophets (Cahalith), half moons are judges and arbiters (Elodoth), crescent moons are mystics (Ithaeur) and new moons are spies and tricksters (Irraka). One weakness of the Pure Tribes is that they do not have Auspices, said to be because they refused to accept any guilt for Father Wolf's death and thus never got back on Luna's good side.

to:

** Note that werewolves have no compunctions against killing humans if it's necessary, and no convenient memory erasure powers. As an example, in one game, an entire village had to be wiped out because "[[KilledToUpholdTheMasquerade The Herd Must Not Know]]."
Know]]".
*** They have Lunacy on their side, it pretty much sends PrimalFear through all the nearby humans and makes them forget what scared them so much, but there are those who have enough willpower to resist or outright ignore Lunacy, THEY usually are the ones getting killed to uphold things.
things.
* IThoughtItMeant--A Fetish is a magic item. [[{{Fetish}} Get your head out of the gutter]].
* ImmuneToDrugs--An
ImmuneToDrugs: An extension of their HealingFactor makes them virtually immune to all manner of drugs and poisons. Many werewolves get very frustrated by this.
* InTheBlood--Werewolf-ness InTheBlood: Werewolf-ness is inheritable. Also, exclusively how Ivory Claws add new recruits, which is why their tribe is by far the smallest of the Pure Tribes.
* ItGotWorse--Merciful ItGotWorse: Merciful Storytellers may not want to pick up the ''Spirit Slayers'' splatbook, advertised as suitable for both werewolves and [[TabletopGame/HunterTheVigil hunters]]. Why? Task Force: VALKYRIE has a bomb that does in the spirit realm what a nuke does in the material world, intended specifically for use against werewolves and their spirit allies. And they intend to use it.
* KarmaMeter--Harmony, IThoughtItMeant: A Fetish is a magic item. [[{{Fetish}} Get your head out of the gutter]].
* KarmaMeter: Harmony,
a measure of how well a werewolf balances his human and spirit halves. Notable among TabletopGame/NewWorldOfDarkness games in that it emphasizes how different werewolves are from normal humans -- for instance, killing humans isn't ''necessarily'' a sin, just killing them for no good reason.
reason.
* {{Lunacy}}--Each {{Lunacy}}: Each werewolf has his role in society determined by the phase of the moon (Auspice) when he first changes -- full moons are warriors (Rahu), gibbous moons are bards and prophets (Cahalith), half moons are judges and arbiters (Elodoth), crescent moons are mystics (Ithaeur) and new moons are spies and tricksters (Irraka). One weakness of the Pure Tribes is that they do not have Auspices, said to be because they refused to accept any guilt for Father Wolf's death and thus never got back on Luna's good side.



** Then there's the more traditional interpretation of "Lunacy": werewolves ''politely'' refer to their patron goddess as "Ever-Shifting Luna," and the reason no werewolf packs try to take a Lune as a totem is because continued exposure to the Lunes makes you crazy.

to:

** Then there's the more traditional interpretation of "Lunacy": werewolves ''politely'' refer to their patron goddess as "Ever-Shifting Luna," Luna", and the reason no werewolf packs try to take a Lune as a totem is because continued exposure to the Lunes makes you crazy. crazy.



* MagicPants--The shift from human to 900-pound killing machine usually destroys clothing utterly, but werewolves can learn a ritual known as the Rite of Dedication that allows clothing to become a part of their identity, causing it to change with them. Needless to say, [[FanNickname it's often referred to as]] the "Rite of Pants."
* {{Masquerade}}--One of the basic laws of werewolf society: "The Herd Must Not Know." In addition, werewolves have the gift of Lunacy bestowed on them by Mother Luna -- people who see them in their war form automatically go into a fearful panic, then forget what exactly it was they saw. [[HeroicWillpower Most of the time.]] There's a reason they have to consciously suppress their existence.

to:

* MagicPants--The MagicPants: The shift from human to 900-pound killing machine usually destroys clothing utterly, but werewolves can learn a ritual known as the Rite of Dedication that allows clothing to become a part of their identity, causing it to change with them. Needless to say, [[FanNickname it's often referred to as]] the "Rite of Pants."
Pants".
* {{Masquerade}}--One {{Masquerade}}: One of the basic laws of werewolf society: "The Herd Must Not Know." Know". In addition, werewolves have the gift of Lunacy bestowed on them by Mother Luna -- people who see them in their war form automatically go into a fearful panic, then forget what exactly it was they saw. [[HeroicWillpower Most of the time.]] time]]. There's a reason they have to consciously suppress their existence.



* MeaningfulName--The children of Father Wolf, who also lead the tribes, have names that are a dead give-away to what they are or what they do.
** Dire Wolf is a savage beast. Death Wolf is obsessed with the dead. The patron of the [[BigBad Bale Hounds]] tribe is named "Soulless Wolf." [[CompleteMonster Guess why.]]
* MultiformBalance--Whether the Uratha's five forms are better balanced than [[strike:the three]] those of its spiritual predecessor is debated by many; but the effort is there.
* MysteriousAntarctica: The aforementioned Lodge of the Lake was originally dedicated to keeping something locked in Lake Vostok. Then they found something that may be a Maeljin, went collectively nuts, and started alternating between refined salons and slaughtering whatever expeditions they find.
* NatureHero--The Hunters in Darkness tend to be like this.
* NiceJobBreakingItHero--The whole premise, in a way. Altough the Forsaken adopt a staunch IDidWhatIHadToDo stance about it, the fact still remains that they ruined Pangaea, killed their own father, sent a large part of their brethen into exile for NOT partaking in the murder, and apparently, the world has only [[ItGotWorse got worse]] after that point...
* NoBiochemicalBarriers--Averted; shifting to wolf form right after drinking coffee is a ''very bad idea''.
* OurWerewolvesAreDifferent--They're part-human, part-wolf spirit. Their society is divided up into five major tribes, and the phase of the moon under which they change determines their basic role in society.
* {{Plaguemaster}}--Some Fire-Touched are like this; even the ones who aren't masters of disease literally view faith as a metaphorical disease, in how easily it spreads. And every ''Izidakh'' is enthusiastic about spreading their faith as far as possible.

to:

* MeaningfulName--The MeaningfulName: The children of Father Wolf, who also lead the tribes, have names that are a dead give-away to what they are or what they do.
** Dire Wolf is a savage beast. Death Wolf is obsessed with the dead. The patron of the [[BigBad Bale Hounds]] tribe is named "Soulless Wolf." Wolf". [[CompleteMonster Guess why.]]
why]].
* MultiformBalance--Whether MultiformBalance: Whether the Uratha's five forms are better balanced than [[strike:the three]] those of its spiritual predecessor is debated by many; but the effort is there.
* MysteriousAntarctica: The aforementioned Lodge of the Lake was originally dedicated to keeping something locked in Lake Vostok. Then they found something that may be a Maeljin, went collectively nuts, and started alternating between refined salons and slaughtering whatever expeditions they find.
find.
* NatureHero--The NatureHero: The Hunters in Darkness tend to be like this.
* NiceJobBreakingItHero--The NiceJobBreakingItHero: The whole premise, in a way. Altough the Forsaken adopt a staunch IDidWhatIHadToDo stance about it, the fact still remains that they ruined Pangaea, killed their own father, sent a large part of their brethen into exile for NOT partaking in the murder, and apparently, the world has only [[ItGotWorse got worse]] after that point...
* NoBiochemicalBarriers--Averted; NoBiochemicalBarriers: {{Averted}}; shifting to wolf form right after drinking coffee is a ''very bad idea''.
idea''.
* OurWerewolvesAreDifferent--They're OurWerewolvesAreDifferent: They're part-human, part-wolf spirit. Their society is divided up into five major tribes, and the phase of the moon under which they change determines their basic role in society.
society.
* {{Plaguemaster}}--Some {{Plaguemaster}}: Some Fire-Touched are like this; even the ones who aren't masters of disease literally view faith as a metaphorical disease, in how easily it spreads. And every ''Izidakh'' is enthusiastic about spreading their faith as far as possible.



* PostModernMagik--The Iron Masters are ''all'' about this. Their driving ethos is blending with the Herd and learning from it, they favor Gift lists that allow them to command technology spirits, and their Lodges are dedicated to everything from "creating an online database of assembled Uratha lore" to "use the Internet to become Big Brother."
* ProudWarriorRaceGuy--Storms Lords and Blood Talons.
* SilverBullet--Silver is precious to Luna, which means it turned against the Uratha when she cursed them. Silver makes the Forsaken's blood boil on contact, dealing aggravated damage. On top of that, in rare cases it turns their HealingFactor cancerous. They still get a better deal than the Pure, who never sought Luna's forgiveness; the Pure can't even ''touch'' silver without getting hurt.
* SnakesAreEvil--The Razilu snake-hosts are among the most evil of the hosts...[[AmbiguouslyEvil maybe...]]
* TheSocialDarwinist--The Predator Kings. The Blood Talons have some shades of this as well, though a bit more restrained.
* SpiritWorld--The Hisil (also known as the Shadow, or the Other). Given that it's the twisted reflection of the ''World of Darkness'', it's not really surprising that it has more in common with SilentHill than most. To give you an idea of the things that happen in there, mall-spirits lure other spirits and Werewolves into them. Where they are then devoured by the greater building spirit.

to:

* PostModernMagik--The PostModernMagik: The Iron Masters are ''all'' about this. Their driving ethos is blending with the Herd and learning from it, they favor Gift lists that allow them to command technology spirits, and their Lodges are dedicated to everything from "creating an online database of assembled Uratha lore" to "use the Internet to become Big Brother."
* ProudWarriorRaceGuy--Storms ProudWarriorRaceGuy: Storms Lords and Blood Talons.
* SilverBullet--Silver SilverBullet: Silver is precious to Luna, which means it turned against the Uratha when she cursed them. Silver makes the Forsaken's blood boil on contact, dealing aggravated damage. On top of that, in rare cases it turns their HealingFactor cancerous. They still get a better deal than the Pure, who never sought Luna's forgiveness; the Pure can't even ''touch'' silver without getting hurt.
hurt.
* SnakesAreEvil--The SnakesAreEvil: The Razilu snake-hosts are among the most evil of the hosts...[[AmbiguouslyEvil maybe...]]
]]
* TheSocialDarwinist--The TheSocialDarwinist: The Predator Kings. The Blood Talons have some shades of this as well, though a bit more restrained.
* SpiritWorld--The SpiritWorld: The Hisil (also known as the Shadow, or the Other). Given that it's the twisted reflection of the ''World of Darkness'', it's not really surprising that it has more in common with SilentHill than most. To give you an idea of the things that happen in there, mall-spirits lure other spirits and Werewolves into them. Where they are then devoured by the greater building spirit.



* StoryboardBody--A werewolf's Renown appears as silver brands on their body whenever they enter the Hisil.
* UnstoppableRage--When a werewolf enters war-form, he automatically goes into Rage; he fails all mental or social tasks, and must attack ''something''. Then there's Death Rage, where the werewolf can't distinguish friend from foe and must attack ''everything''.
* YouDirtyRat--All the Beshilu.
* YouKilledMyFather--The Pure tribes' thoughts on the Tribes of the Moon.
** The Predator Kings are the exception. They aren't angry about Father Wolf - if you can't protect yourself, then you die, it's how nature works. What they're pissed about is that Pangaea was lost in the process. They used to ''rule'' Pangaea, and they want it ''back.'' The problem with that is that it just CAN'T come back, the Spirit World and Human World are separate, and cramming them back together is gonna cause some serious problems even if its possible at all.
* ZergRush--The Pure tribes outnumber the Forsaken roughly 2 to 1. The Fire-Touched in particular command a ''huge'' army of followers which makes the other tribes look tiny by comparison, so their default war tactic is to overwhelm their enemies with sheer numbers.

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* StoryboardBody--A StoryboardBody: A werewolf's Renown appears as silver brands on their body whenever they enter the Hisil.
Hisil.
* UnstoppableRage--When UnstoppableRage: When a werewolf enters war-form, he automatically goes into Rage; he fails all mental or social tasks, and must attack ''something''. Then there's Death Rage, where the werewolf can't distinguish friend from foe and must attack ''everything''.
* YouDirtyRat--All YouDirtyRat: All the Beshilu.
* YouKilledMyFather--The YouKilledMyFather: The Pure tribes' thoughts on the Tribes of the Moon.
** The Predator Kings are the exception. They aren't angry about Father Wolf - if you can't protect yourself, then you die, it's how nature works. What they're pissed about is that Pangaea was lost in the process. They used to ''rule'' Pangaea, and they want it ''back.'' ''back''. The problem with that is that it just CAN'T come back, the Spirit World and Human World are separate, and cramming them back together is gonna cause some serious problems even if its possible at all.
all.
* ZergRush--The ZergRush: The Pure tribes outnumber the Forsaken roughly 2 to 1. The Fire-Touched in particular command a ''huge'' army of followers which makes the other tribes look tiny by comparison, so their default war tactic is to overwhelm their enemies with sheer numbers.
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''Werewolf: The Forsaken'' is the second game in the New WorldOfDarkness line and the spiritual sequel to ''[[TabletopGame/WerewolfTheApocalypse Werewolf: the Apocalypse]]''.

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''Werewolf: The Forsaken'' is the second game in the New WorldOfDarkness TabletopGame/NewWorldOfDarkness line and the spiritual sequel to ''[[TabletopGame/WerewolfTheApocalypse Werewolf: the Apocalypse]]''.''TabletopGame/WerewolfTheApocalypse''.



* KarmaMeter--Harmony, a measure of how well a werewolf balances his human and spirit halves. Notable among WorldOfDarkness games in that it emphasizes how different werewolves are from normal humans -- for instance, killing humans isn't ''necessarily'' a sin, just killing them for no good reason.

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* KarmaMeter--Harmony, a measure of how well a werewolf balances his human and spirit halves. Notable among WorldOfDarkness TabletopGame/NewWorldOfDarkness games in that it emphasizes how different werewolves are from normal humans -- for instance, killing humans isn't ''necessarily'' a sin, just killing them for no good reason.



* SpiritWorld--The Hisil (also known as the Shadow, or the Other). Given that it's the twisted reflection of the ''WorldOfDarkness'', it's not really surprising that it has more in common with SilentHill than most. To give you an idea of the things that happen in there, mall-spirits lure other spirits and Werewolves into them. Where they are then devoured by the greater building spirit.

to:

* SpiritWorld--The Hisil (also known as the Shadow, or the Other). Given that it's the twisted reflection of the ''WorldOfDarkness'', ''World of Darkness'', it's not really surprising that it has more in common with SilentHill than most. To give you an idea of the things that happen in there, mall-spirits lure other spirits and Werewolves into them. Where they are then devoured by the greater building spirit.

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