Signs of the Moon (Werewolf: The Forsaken) by Stewart Wilson, Travis Stout, Matthew McFarland, Alex

By Stewart Wilson, Travis Stout, Matthew McFarland, Alex Scokel, Stephen Di Pesa, David Hill, Filamena Young

"Who are we?
Are we who we decide to be?
Or can we haven't any selection at all?
Mother Moon
The loopy Queen
It's her game
A rigged game
The global is a taking part in field
These are her mad rules
And we're her pieces
Each folks is aware her face
And but, she has 5 faces
So what will we do?
Who are we?"

This publication includes:
• Chapters dedicated to all the 5 auspices. In each one, you'll locate in-character artifacts discussing the histories and lives of these in the auspices, and you'll additionally locate new guns in your characters: presents, rites, motels, in addition to Auspice points that characters can decide to hone in on how their characters top include the auspice they represent.

• A Storytelling bankruptcy devoted to discussing how top to exploit auspice on your online game from either a pragmatic and theoretical viewpoint, in addition to a frank dialogue on developing new auspices and new Gifts.

• a sequence of Storytelling event procedure scenes intended to function "auspice challenges" - those scenes are guaranteed to diversified auspices and will be dropped into your video games to spotlight the significance of one's moon.

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Additional info for Signs of the Moon (Werewolf: The Forsaken)

Sample text

Any supernatural concealment effect that scores fewer successes than the Scout’s Cunning Renown simply fails to work on her; she sees through it without the need for any dice roll. If something does manage to successfully sneak past the Scout’s incredible senses, however, and she learns of it, she immediately succumbs to Death Rage, without any roll to resist. Thief (Luzuk): New Moons are (and rightly so) often associated with shady deeds. What the pack needs, the Thief takes. At Primal Urge 3: The player of an Irraka that develops this Aspect of her auspice must choose two out of the following three Skills: Larceny, Stealth and Streetwise.

Who is the Irraka cheating and how? What will be the consequences when her lies (whether little and white or big and bold) come back to haunt her? • Innovation: Cunning minds craft new ways. What revolutionary methods does the Stalker use to better her situation and that of her pack? What price does she pay for straying outside of the bounds of commonly accepted wisdom? What legacy will she leave when her time is up? • Isolation: In the end, an Irraka’s pack must be able to depend upon her in all things and she must be capable of depending on only herself, should the situation demand it.

With a successful use of this Gift, the Irraka can redefine a spirit’s ban for the remainder of a scene and so gain great power over it (or, in some cases, remove others’ power over it). This new ban must be comparable in severity to the spirit’s true ban (see Werewolf: The Forsaken, pp. 191–2, for a general sense of the relative severity of various sorts of bans), but can otherwise be radically different: a spirit who suffers lethal damage from the touch of purified salt, for instance, may be rendered incapable of crossing any barrier anointed with holy water.

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