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* Sex Shifter: The Luna's embrace gift in 2e allows any werewolf with at least one dot of honor renown to do this.
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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, and mages have a huge weakness in their need for preparation-werewolves start excellent at both planning and reacting to ambushes and only get better.

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* LinearWarriorsQuadraticWizards: Werewolves are the most powerful starting level player characters in the NewWorldOfDarkness, TabletopGame/NewWorldOfDarkness, but mages eclipse them at higher levels. That being said, higher level werewolf abilities are nothing to sneeze at, and mages have a huge weakness in their need for preparation-werewolves start excellent at both planning and reacting to ambushes and only get better.
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** The Brineborn from ''War Against the Pure'' are basically shapeshifter expies of the [[CthulhuMythos Deep Ones]]. Only they aren't hostile towards humans as a rule and are, in fact, pretty pathetic. Their own legends say that Mother Ocean has forsaken them and they have no place amongst humanity, they can't get more than ten miles away from a large body of water without getting weaker and weaker, they can't swim for more than a couple of hours before having uncontrollable panic attacks, they can't even breathe water for longer than an hour or so even in their fishy forms.

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** The Brineborn from ''War Against the Pure'' are basically shapeshifter expies of the [[CthulhuMythos [[Franchise/CthulhuMythos Deep Ones]]. Only they aren't hostile towards humans as a rule and are, in fact, pretty pathetic. Their own legends say that Mother Ocean has forsaken them and they have no place amongst humanity, they can't get more than ten miles away from a large body of water without getting weaker and weaker, they can't swim for more than a couple of hours before having uncontrollable panic attacks, they can't even breathe water for longer than an hour or so even in their fishy forms.
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* TakeThat: The game's primary antagonist faction, The Pure, is essentially a giant Take That to the Garou Nation from WerewolfTheApocalypse - or at least to the {{Flanderization}} they underwent later down the line - with their rabid, religious zealotry, bigotry, obsession with eugenics and hatred of mankind being presented as exactly as twisted as they are.

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* TakeThat: TakeThatUs: The game's primary antagonist faction, The Pure, is essentially a giant Take That to the Garou Nation from WerewolfTheApocalypse - or at least to the {{Flanderization}} they underwent later down the line - with their rabid, religious zealotry, bigotry, obsession with eugenics and hatred of mankind being presented as exactly as twisted as they are.
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* CannotHaveSexEver: Continuing the trend from WerewolfTheApocalypse, sex between two werewolves is forbidden and has dire consequences - in this case, one becoming pregnant with and violently giving birth to an abominable spiritual abortion called a Ghost Child, whose sole motivation is to destroy all their parents hold dear for giving them existence. Presumably in response to the abundance of gay werewolves created for Apocalypse (which some players figured out had to be okay, since it wouldn't involve any weird births, and which the developers reportedly thought of as them attempting to smartass their way out of the forbidden love drama), Forsaken went on to specify that Ghost Children happened in ''all'' instances of werewolf on werewolf sex - ''even when both are males''. Naturally, this backfired by filling the internet with mpreg jokes and the whole idea seems to have been abandoned for 2e, which conspicuously doesn't even mention any unusual consequences for werewolf on werewolf sex.


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** Many groups within the setting are also successors of favorite groups from the previous one, such as the Iron Masters (Glass Walkers), Bone Shadows (Silent Striders) and Bale Hounds (Black Spiral Dancers).


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* TakeThat: The game's primary antagonist faction, The Pure, is essentially a giant Take That to the Garou Nation from WerewolfTheApocalypse - or at least to the {{Flanderization}} they underwent later down the line - with their rabid, religious zealotry, bigotry, obsession with eugenics and hatred of mankind being presented as exactly as twisted as they are.

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* NatureHero: The Hunters in Darkness tend to be like this. One of their tribal gift sets is actually called Nature (another is Elemental) and allows the player to do things from speaking to animals to using the entire forest as their personal mine field.

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* NatureHero: The Hunters in Darkness tend to be like this. One of their tribal gift sets Their signature Gift in 2e is actually even called Nature (another is Elemental) and allows the player to do things from speaking to animals to using the entire forest as their personal mine field.



* ProudWarriorRaceGuy: Storm Lords and Blood Talons.

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* ProudWarriorRaceGuy: Storm Lords and focus on the proud part, while Blood Talons.Talons lean heavily on the Warrior part


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*YourSoulIsMine: The final facet of the Screaming Moon Gift is called Soul Shriek, literally scaring people so much that their soul is ripped out. Werewolf and spirits have their Essence overloaded though.
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* '''Ithaeur''': Wise shamans and spiritmaster, though they dislike that last one. Ithaeurs forge fetish and alliances with the spirit world. They are linked to the Crescent Moon. Their AUspice gifts are ''Crescent Moon'', Shaping, Elementals.

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* '''Ithaeur''': Wise shamans and spiritmaster, though they dislike that last one. Ithaeurs forge fetish and alliances with the spirit world. They are linked to the Crescent Moon. Their AUspice Auspice gifts are ''Crescent Moon'', Shaping, Elementals.
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'''Elodoth''': Honorable judges and ambassadors. Elodoths make sure the pack's relationship with others are good and their prey's... non-existent. They are linked to the Half Moon. their Auspice Gifts are ''Half Moon'', Insight, and Warding.
'''Irraka''': Cunning stalkers and murderers. Irrakas assassinate the pack's prey stealthily and quietly, killing them one by one. They are linked to the New Moon. Their Auspice Gifts are Stealth, ''New Moon'', Evasion.
'''Ithaeur''': Wise shamans and spiritmaster, though they dislike that last one. Ithaeurs forge fetish and alliances with the spirit world. They are linked to the Crescent Moon. Their AUspice gifts are ''Crescent Moon'', Shaping, Elementals.
'''Rahu''': The warriors who uphold the Purity of the Uratha. Rahu are the ones who strike hard after their pack soften the prey up or who make sure their attention are on himself. Their Auspice Gifts are Strength, Dominance, ''Full Moon''.


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'''Elodoth''': *'''Elodoth''': Honorable judges and ambassadors. Elodoths make sure the pack's relationship with others are good and their prey's... non-existent. They are linked to the Half Moon. their Auspice Gifts are ''Half Moon'', Insight, and Warding.
'''Irraka''': *'''Irraka''': Cunning stalkers and murderers. Irrakas assassinate the pack's prey stealthily and quietly, killing them one by one. They are linked to the New Moon. Their Auspice Gifts are Stealth, ''New Moon'', Evasion.
'''Ithaeur''': *'''Ithaeur''': Wise shamans and spiritmaster, though they dislike that last one. Ithaeurs forge fetish and alliances with the spirit world. They are linked to the Crescent Moon. Their AUspice gifts are ''Crescent Moon'', Shaping, Elementals.
'''Rahu''': *'''Rahu''': The warriors who uphold the Purity of the Uratha. Rahu are the ones who strike hard after their pack soften the prey up or who make sure their attention are on himself. Their Auspice Gifts are Strength, Dominance, ''Full Moon''.

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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).

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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 to, also known as '''Auspices'''
*'''Cahalith''': Glory-seeking prophets and storytellers. Cahaliths are usually the ones making sure the pack's morale high and the prey's low. they are
linked to the new moon Gibbous Moon. Their Auspice gifts are stealthy scouts and outriders, and so forth (these moon signs are Inspiration, Knowledge, ''Gibbous Moon''. An alternate Auspice Gift was shown in the Onyx Path blog called Auspices in ''Screaming Moon'' based on fear and madness.
'''Elodoth''': Honorable judges and ambassadors. Elodoths make sure
the terminology pack's relationship with others are good and their prey's... non-existent. They are linked to the Half Moon. their Auspice Gifts are ''Half Moon'', Insight, and Warding.
'''Irraka''': Cunning stalkers and murderers. Irrakas assassinate the pack's prey stealthily and quietly, killing them one by one. They are linked to the New Moon. Their Auspice Gifts are Stealth, ''New Moon'', Evasion.
'''Ithaeur''': Wise shamans and spiritmaster, though they dislike that last one. Ithaeurs forge fetish and alliances with the spirit world. They are linked to the Crescent Moon. Their AUspice gifts are ''Crescent Moon'', Shaping, Elementals.
'''Rahu''': The warriors who uphold the Purity
of the game).
Uratha. Rahu are the ones who strike hard after their pack soften the prey up or who make sure their attention are on himself. Their Auspice Gifts are Strength, Dominance, ''Full Moon''.

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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. Exhibit 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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* BloodKnight: Blood Talons (their name is something of a hint). Exhibit A: they consider the hunter warrior aspect of a werewolf's existence the most important part. Exhibit B: almost all of their rituals involve ''someone'''s ass getting kicked. Exhibit 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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** Also Cahaliths with the Gift of the Screaming Moon, at mid-level you can make other supernaturals suffer Lunacy too.


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** In 2e, if you're Harmony is in balance then this is true but if you're too human then it takes an instant action like the above
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* CanonDiscontinuity: ''Unihar'' (see FetusTerrible on this page). Going into Second Edition, the writers realized that their existence is a terribly sexist thing and have spoiled the fact that the child of two werewolves is simply an abnormally potent [[HalfHumanHybrid wolfblood]].

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* CanonDiscontinuity: ''Unihar'' (see FetusTerrible on this page). Going into Second Edition, the writers realized that their existence is a terribly sexist thing and so they have spoiled the fact that been removed; officially, the child of two werewolves is simply an abnormally potent [[HalfHumanHybrid wolfblood]].



%%** The Lodge of the Lake. That is all.

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%%** ** The Lodge of the Lake. That is all.Lake; once a band of werewolves dedicated to guarding Lake Vostok in Antarctica and protecting humanity from a spiritual EldritchAbomination trapped in the depths, only to be corrupted into becoming fanatical worshippers of that creature, a Maeljin, after humanity accidentally drew up a fragment of the power below.

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** As of Second Edition they got rid of the "sin" part all together. Now there are merely actions that pull the Werewolf towards their human or spirit sides. Examples of things that fit spirits are spending too much time in the Shadow, or [[ImAHumanitarian eating your own kind]], while typical human actions are eating processed food and breaking the Oath of the Moon.



** Thankfully no longer a risk in Second Edition, landing on either extreme of Harmony merely makes you extremely unstable mentally. Of course, what this means is that Harmony 10 is just as bad as Harmony 0.



** This too got removed with Second Edition. Nowadays, any werewolf who isn't too Human can easily incorporate their clothes and such into their spiritual identity, and it changes along with them. The removal of this rite, however, meant that when someone who is on the too human side of the KarmaMeter have no choice but to strip naked before changing shape, or tearing their clothes to shreds.



*** The Lodges take this to extremes, each Lodge is dedicated to a specific sub-set of targets, and usually a specific method of hunting them as well.



* PrestigeClass: Lodges pretty much function as this.

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* PrestigeClass: Lodges are pretty much function cults dressed up as this.these.



* 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. Wolf-blooded with the A Wolf's Meat Tell in 2e also get itchy rashes just by touching silver, reflecting their ability to regenerate.

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* 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. Wolf-blooded with the A Wolf's Meat Tell in 2e also get itchy rashes just by touching silver, reflecting a drawback of the regenerative powers they share with their ability to regenerate.more powerful kin.



* SoulEating: The nature spirits (possibly other types, unsure) consume other spirits to become more powerful. They often acquire traits of the consumed spirit as well, unless it was another spirit of the same type or one that would be "in its nature" to eat, an example being a fox spirit eating a rabbit spirit.

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* SoulEating: The nature spirits (possibly other types, unsure) Spirits consume other spirits of their kind to become more powerful. They often acquire traits of the consumed spirit as well, unless it was another spirit of the same type or one that would be "in its nature" to eat, an example being a fox spirit eating a rabbit spirit.spirit.
** If the spirit that was devoured was of a radically different type, there is a substantial risk that the influx of different Essence will mutate the spirit and turn it into a [[EldritchAbomination magath]]. Of course, this doesn't require a spirit to eat another. Any source of too-different Essence will do.
** The Lodge of the Reaping, a Bone Shadow Lodge are literal soul eaters. This is universally considered evil, and members of this Lodge have great trouble keeping their KarmaMeter in check.


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** Since their enemies, the Forsaken have the blessing of Luna, and the powers that the Auspices grant them, this is a bit of a necessity, as in an equal number fight, the Forsaken hold a lot more advantages.

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** Second Edition gives us a lot more examples to play around with, from Iraq where the [[PhysicalGod wolf god of destruction]] has manifested, driving many werewolves in the area insane with blood lust, to the mountain ranges of central Australia where a single Lodge, not the tribes, form the main social grouping.



** The Pangaeans as presented in Dark Eras. Godlike creatures that were native to the Border Marshes. The very weakest were Rank 4, and the powers just rose from there. Even more disturbing, each of them also has access to one of the ten Arcana from [[TabletopGame/MageTheAwakening Mage]].



* GuileHero: You read the description of the Irraka up there, yes? Also, the Iron Masters prize Cunning and their initiation rituals are usually designed to encourage applicants to think outside the box.

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* GuileHero: You read the description of the Irraka up there, yes? Also, the The Iron Masters also prize Cunning and their initiation rituals are usually designed to encourage applicants to think outside the box. When we have an Irraka who is a member of the Iron Masters, then things tend to get really screwy.


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** The Second Edition version of the Lodge of Garm takes this UpToEleven, as they specialize in hunting the oldest and most powerful werewolves that exist. The bond with their totem also gives them a subconscious desire to be [[DeathSeeker defeated by something more powerful than they are]].
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** Any Lodge that gives access to the Lodge Stronghold merit has this by default.
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* AntiMagic: 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).

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* AntiMagic: Some first edition 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).



* AwesomeButImpractical: The general opinion of Gauru (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 Gauru 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".
** 2e tries to rectify this problem by beefing up Gauru substantially with, among other things, a supercharged HealingFactor 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.

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* AwesomeButImpractical: The general opinion of Gauru (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 Gauru doesn't -- and doesn't have the limitations of "you can only take actions to attack or run away" away", "you can only remain in this form for half a minute tops", or "you risk flying into Death Rage every turn you remain in this form".
** 2e tries to rectify this problem by beefing up Gauru substantially with, among other things, a supercharged HealingFactor that completely restores all non-Aggravated damage instantly. However, it's still at risk It is also a channel for primal fear, meaning that only the hardiest people can put up any kind of Death Rage real resistance, and now has a time-limit, so opinion differs on if even they succeed.do it imperfectly.
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* SoulEating: The nature spirits (possibly other types, unsure) consume other spirits to become more powerful. They often acquire traits of the consumed spirit as well, unless it was another spirit of the same type or one that would be "in its nature" to eat, an example being a fox spirit eating a rabbit spirit.
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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 traditional print for [=PDFs=] and print-on-delivery.

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While not officially a "limited cycle" like the later lines of ''PrometheanTheCreated'', ''TabletopGame/PrometheanTheCreated'', ''TabletopGame/ChangelingTheLost'' and ''TabletopGame/HunterTheVigil'', Werewolf did have the fewest official sourcebooks of an "unlimited cycle" (like ''VampireTheRequiem'' ''TabletopGame/VampireTheRequiem'' and ''TabletopGame/MageTheAwakening'') released before White Wolf declared they were giving up traditional print for [=PDFs=] and print-on-delivery.
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** As of Second Edition, [[HalfHumanHybrid Wolf-Blooded]] can work like this; a person who suffers a dramatic failure resisting Lunacy actually absorbs some of the Moon's power and becomes one during the triggering werewolf's next auspice phase. Please note, however, that this doesn't actually change a Wolf-Blood's personality in and of itself, and they're inherently immune to further Lunacy. Hence why Uratha avoid relying on Lunacy to protect themselves; it doesn't discriminate against, say, [[HunterTheVigil Hunters]], and wolf-bloods develop werewolf-like traits. [[TookALevelInBadass Please take a moment to realize why this would be a really bad thing for the werewolves.]]

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** As of Second Edition, [[HalfHumanHybrid Wolf-Blooded]] can work like this; a person who suffers a dramatic failure resisting Lunacy actually absorbs some of the Moon's power and becomes one during the triggering werewolf's next auspice phase. Please note, however, that this doesn't actually change a Wolf-Blood's personality in and of itself, and they're inherently immune to further Lunacy. Hence why Uratha avoid relying on Lunacy to protect themselves; it doesn't discriminate against, say, [[HunterTheVigil [[TabletopGame/HunterTheVigil Hunters]], and wolf-bloods develop werewolf-like traits. [[TookALevelInBadass Please take a moment to realize why this would be a really bad thing for the werewolves.]]

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* NighInvulnerable: Werewolves in 2e are superhumanly tough, capable of shrugging off anything that isn't silver or magic. In game crunch, they explicitly only take Aggravated damage from supernatural attacks and from silver, nothing else. Not even massive bodily devastation is inherently dangerous. So you can run a werewolf over with a car, blow it up, drop a tree on it, catch it in a rockslide... and it'll ''still'' heal up and come right back after you in a few minutes.

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** And massively subverted if ''Dark Eras'' was any indication. Pangaea may have been good ''for the werewolves'', but everyone else? Going by the fact that the Vinca did not advance for ''500 years'' due to their fear of the spirits, it's safe to say humans really don't mind, nor do many of the werewolves (it's even hinted that Luna ''may have agreed'' with the Forsaken to begin with, since it's revealed Death Rage and silver vulnerability are fundamental aspects of Uratha existence, not curses).
* NighInvulnerable: NighInvulnerable:
**
Werewolves in 2e are superhumanly tough, capable of shrugging off anything that isn't silver or magic. In game crunch, they explicitly only take Aggravated damage from supernatural attacks and from silver, nothing else. Not even massive bodily devastation is inherently dangerous. So you can run a werewolf over with a car, blow it up, drop a tree on it, catch it in a rockslide... and it'll ''still'' heal up and come right back after you in a few minutes.minutes.
** [[SuperpoweredEvilSide Gauru form]] jacks this up ''even higher'', as it boosts their HealingFactor to absurd levels-as in, ''everything'' not Aggravated is instantly recovered on the werewolf's next term-ie, ''Gauru heals faster than anyone can hurt it''. There's a reason it's called the "killing form" and not "war form" in several places.
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That's great for people who know the setting.


** The Lodge of the Lake. That is all.

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** %%** The Lodge of the Lake. That is all.
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** Ansar-zalag, a idigam that devoured a star-spirit and got its powers. It usually attacks and burns down every werewolf it can find not for revenge but ForTheEvulz and ego.

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** Ansar-zalag, a an idigam that who devoured a star-spirit and got its it's powers. It usually attacks and burns down every werewolf it can find not for revenge but ForTheEvulz and ego.

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* LightIsNotGood: Two examples, one a lot more sympathetic than the next:

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* LightIsNotGood: Two Three examples, one a lot more sympathetic than the next:others:


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** Ansar-zalag, a idigam that devoured a star-spirit and got its powers. It usually attacks and burns down every werewolf it can find not for revenge but ForTheEvulz and ego.
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** 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).

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** 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'' ''Manga/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).

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* DemonicPossession: Spirit hosts.

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** Lodges have several examples themselves. The Lodge of the Screaming Moon are obsessed with fear and the ability to cause it...in creatures that have already made their living by driving innocent people to utter terror and nightmares. The Eaters of the Dead do exactly that in service to a mad Firstborn...[[CrazySane who went rational again at some point]] and just wants to be accepted by her family again, by proving her "new Tribe" have a vital purpose in hunting malignant undead.
* DemonicPossession: Spirit hosts.Spirit-Ridden is a general term for people who have become inhabited by spirits eager to live on the flesh side of the Gauntlet, close to their food source, for a while. Urged just have the spirit exerting minor MoreThanMindControl to create more Essence, while Claimed have undergone complete [[FusionDance fusion]] with their passenger and have become unique monsters with the strength of both halves and less weaknesses than either.



* 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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* 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. at, and mages have a huge weakness in their need for preparation-werewolves start excellent at both planning and reacting to ambushes and only get better.
* LightIsNotGood: Two examples, one a lot more sympathetic than the next:
** Helios, [[PowerOfTheSun spirit of the Sun]], is the reason the Shadow [[DaylightHorror isn't safe in day hours]]-he considers himself Luna's elder brother, and [[BigBrotherInstinct hates her children for killing her husband]]. While Luna has largely forgiven them or never blamed them, [[LawfulStupid it's not in Helios' nature to change his mind at all]], and so his Helion sun-spirits always harass and attack any Uratha they find.
** The Lodge of Apollo claims to be the clergy of the sun god, utterly neutral in the war between Forsaken and Pure and hoping only to keep their temples nice and running. [[VillainWithGoodPublicity They don't mention the fact that powering said temples]] is done by [[HumanResources feeding the fires the souls of intruders]], which they deliberately lure by playing to the worst aspects of humanity and Uratha. Also, "Apollo"? Is either an idigam or a Maeljin that was [[SealedEvilInACan trapped on the sun by Luna]], and created the Lodge as a plot to escape and TakeOverTheWorld.
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* SewerGator: One potential manifestation of a powerful sewer-{{spirit|s}} from the "Predators" supplement book is described as a deformed giant rat riding "a great albino alligator".

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* SewerGator: One potential manifestation of a powerful sewer-{{spirit|s}} sewer-spirit from the "Predators" supplement book is described as a deformed giant rat riding "a great albino alligator".
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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.

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The Forsaken band together into tribes, loose sociopolitical groups who share the same patron spirit: the fierce warriors of the Blood Talons, the tribe of fierce warriors, Bone Shadows, the shamans and spirit walkers of the Forsaken, Hunters in Darkness, Bone Shadows, the hardy and bestial scouts and explorers, Iron Masters, explorers of the Hunters in Darkness, the urban and cosmopolitan wielders of human technology and society, society of the Iron Masters, and Storm Lords, the generals and high kings of their kind. the Storm Lords. The antagonistic Pure werewolves have tribes as well: The the zealous fanatics of the Fire-Touched, the cold and manipulative Ivory Claws, and the hunter-warrior gladiators of the Predator Kings.
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* SewerGator: : One potential manifestation of a powerful sewer-{{spirit|s}} from the "Predators" supplement book is described as a deformed giant rat riding "a great albino alligator".

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* SewerGator: : One potential manifestation of a powerful sewer-{{spirit|s}} from the "Predators" supplement book is described as a deformed giant rat riding "a great albino alligator".

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Removed: 313

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* 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 ''Franchise/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.
** Rather like the mall in Discworld/ReaperMan, actually.
** To be specific, Silent Hill is a Verge keyed to the protagonist's emotional state. The normal town is in Twilight--unrelated to the terrible books, it's a different layer of the world that spirits exist in when they're not in Shadow--and the Verge opens up, taking the character into Shadow for the Otherworld.

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* 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 ''Franchise/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 them, where they are then devoured by the greater building spirit.
**
spirit. Rather like the mall in Discworld/ReaperMan, actually.
** To be specific, Silent Hill is a Verge keyed to the protagonist's emotional state. The normal town is in Twilight--unrelated to the terrible books, it's Twilight, a different layer of the world that spirits exist in when they're not in Shadow--and the Verge opens up, taking the character into Shadow for the Otherworld.
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* CityOfAdventure: Denver and the surrounding areas.

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* CityOfAdventure: Denver and the surrounding areas. Werewolf has a specific splatbook, ''Territories,'' which allows for customization of a Werewolf "city," using not only examples from the Americas, but also from England and other countries/continents.

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