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Circle at least three items from the below list in addition to Shared slang which you must take. These are the bits of shared culture which bind the Pack together, small but powerful. Each time you demonstrate them in play cross off a circle on either the Wolf Path or the Human Path (depending on the form you are in when you display the culture).
Write down three Pack Traditions in this space: e.g. Secrecy – not a single soul must know about the existence of the werewolves and you must kill any who discover your secret.
Which NPC was banished from the Pack for violating a Tradition and what happened?
Which player character has secretly violated a Tradition? What happened?
These aren’t cultural expressions as above but more like oral laws. You don’t necessarily know why they are in place but everyone knows they are important and abides by them… well apart from that one Wolf whose name is only spoken of whispers.
Any Pack member can choose to make one of these moves when the Pack is acting as a Pack. That means at least two Packmates standing together and acting on the order of the Alpha and in accordance with the Traditions.
Overwhelm Them. Pay [12] Pack Pool and no matter the odds, no matter your differences, the Pack comes together and fights as one. Nothing can withstand you, and this battle is yours. Everyone describes one awesome thing they did; and the Packmate who chose to make this move describes the overall, glorious victory.
Defend Territory. Pay [8] Pack Pool. This place is yours, your sanctuary, your stronghold, your home. When the Pack defends its home territory, each Packmate can improve their next roll on one of Dominate, Maul or Give in to the Wolf by one category (i.e. turn a miss into a weak hit or a weak hit into a strong hit) during the scene.
In Your Nature. Pay [10] Pack Pool. You knew the enemy would make that move, and you had a contingency planned. What is it?
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TEETH |
HEART |
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GUTS |
FERAL |
Wolf Path:
Human Path:
Harm Phases:
Who did you banish from the Pack and what reason did you give? Which Packmate resents you for it? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
Which Packmate do you hero-worship? What could they do to break that trust? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
What is the most shameful thing you ever did to protect the pack? Which Packmate knows about it? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
Why do you feel you want to leave the Pack? Which Packmate could get you to stay, and why? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
You have lived for many years and have done many things over your life. You have made many enemies. Which Packmate did you betray, and how? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
You predicted someone would die… and they did. Who were they, how did they die, and which Packmate cannot forgive you for not saving them? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
Which Packmate did it hurt you the most to leave behind? How do they feel about your return? They take a +1 Tie on you.
When you complete a scene resolving this tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
When you complete a scene resolving a tension, take +1 Pack Pool and write a new question.
You may spend ties 1-for-1 on rolls against that PC
You start with State of the Pack:
Choose two starting moves
Free PassChoose two starting moves:
Borrow TroubleChoose two starting moves:
Make it go AwayChoose two starting moves
LorekeepingChoose two starting moves:
GeasChoose two starting moves:
Heart Grows FonderChoose two starting moves
When you order someone (or several people) to do something they object to doing, roll to Dominate. You can make this move against NPCs and PCs alike, but against not the Pack Alpha or anyone with a Move who prevents them being dominated. [NB: If you seek (consciously or unconsciously, permanently or temporarily) to take control of the Pack and you do not have the Alpha playbook then you make the move “Make a Challenge” instead.] For more information on how Dominate and Disobey work together please see page 112.
10+ You take full control of the situation. NPCs will do as they are told even if it becomes dangerous or they have been away from you for a long period of time. PCs cannot Disobey your current order, but forcing them to do it comes at a cost. They will take a +1 Tie on you; because some decisions come back to Bite.
7-9 The situation is mostly under your control. NPCs will do as you ask but half-heartedly and may abandon an order if it becomes dangerous / they have been away from you for too long. Packmates get a –1 Forward to Disobey your current order, if they wish to attempt it. Packmates who don’t attempt to Disobey can fill in a circle on the Wolf/Human track as appropriate.
0-6 Things are sliding further out of your control. If what you sought control over was a Packmate, then they describe the consequences and additionally the Packmate gets a +1 Tie on you. If it was not a Packmate then the MC makes a hard move.
For matters of suicide and sexual consent Dominate will not work.
When you try to resist the following: Alpha’s orders, an attempt to Dominate you, or the Traditions of the Pack. Roll +Guts.
10+ You Disobey, and it empowers you. Take +1 forward.
7-9 You Disobey, but it troubles you greatly. Take –1 from the Pack Pool.
0-6 You want to Disobey, but your instinct to obey overwhelms you. You acquiesce, and the MC chooses a Packmate who will take a +1 Tie on you.
When you attempt to Dominate the Alpha, Dominate a Packmate into disobeying a direct order of the Alpha’s, or take
control of the Pack (temporarily or permanently) then use this move.
Alphas may not make this move.
10+ You are now the Pack Leader. Take the Alpha Skin and discard your previous Skin, keep your original
Stats and your Moves. Take one Move from the Alpha list.
If the losing Alpha is a player then they can choose to retain their character and have them take a new Skin, or retire the
character and choose a new character with a new Skin. If the losing Alpha keeps their character they may keep their Stats but
discard all their Alpha moves and choose the same number of new Moves from the new Skin. If they choose a completely new
character then they may choose new Stats and the same number of new Moves they had previously accumulated on the Alpha Skin.
They must also answer the new Packmate question on the sheet.
7-9 You succeed, but only just: you are in control of the Pack for now but it could change at any moment. Don’t take the Alpha Skin yet – you’ll need to make this Move again at a 10+ to gain permanent control. Take –1 to the Pack Pool.
0-6 You fail and take a permanent scar (mental or physical) and –1 to one stat, your choice.
When you use physical violence in a situation. This includes attacking, defending, causing damage or injury temporary or permanent, killing, knocking an opponent unconscious, etc.
10+ choose two, 7-9 choose one:
0-6 MC makes a hard move and a PC takes a +1 Tie on you.
When you give yourself to the wolf, roll +Feral.
10+ choose two, 7-9 choose one:
0-6 MC Takes over your character for the next scene. You are no longer in control of yourself – the wolf takes over.
Regardless of the result, when you return from Wolf Form, as usual, you heal 3 Harm.
When in Wolf Form your ability to communicate is limited to what can be
reasonably be conveyed using the mouth and body of a wolf.
When characters Give in to the Wolf, they are deliberately running the risk of their human intelligence losing control of their
body for the scene. If the risk pays off they will get lots of mechanical benefits and become even more powerful.
You can take the form of a wolf at any time without affecting your stats or your health. If you want to get mechanical benefits
from changing to Wolf Form (in addition to the healing benefit when changing forms on page 59) then you must either Harness the Wolf
(see below) or Give in to the Wolf.
When you use your wolf senses and instincts (in either Human or Wolf Form) e.g. heightened sense of smell, hearing, hunting, etc. to find something, someone or find out information. Roll +Feral. On a hit you ask the MC questions at any time during this scene. Get +1 Forward per question if you immediately act on the answer.
10+ ask three questions; 7-9 ask one.
0-6 MC makes a Hard Move.
When you use your superhuman abilities or act under a threat.
10+ you do it: describe how you succeed, give it a little flourish, and take +1 Pack Pool
7-9 you do it, but the MC describes how the situation is not under your control
0-6 MC makes a hard Move
When you do something to provoke a Packmate to reveal how they really feel, roll +Heart.
10+ they have to make the Spill Move
7-9 they Spill and you choose one:
0-6 MC gets a hard move.
Werewolves’ feelings and emotions are much closer to the surface than humans, and the close nature of the Pack means that you express them more readily.
When you openly and truthfully express one of the following:
add +1 Pack Pool, and give your Packmate +1 Tie on you – as they've seen you raw and vulnerable.
This move can be used on NPC Packmates – in which case do not give them a Tie.