{{#move}} {{/move}} {{#skill}} {{/skill}}
{{move}} {{#skillname}}

{{skillname}}

{{/skillname}}
{{skill}}
{{result}} {{#rollGreater() result 9}}

SUCCESS

{{/rollGreater() result 9}} {{#rollBetween() result 7 9}}

HIT

{{/rollBetween() result 7 9}} {{#rollLess() result 7}}

FAILURE

{{/rollLess() result 7}}
PLAYER BASIC MOVES PACK NPC MC

NPC

Name:
Gender:
Look:
Age:

Relationships

Ties:

Additional Notes

MASTER OF CEREMONIES



PRINCIPLES

  • Drive wedges between the Packmates
  • Threaten the Pack into unity
  • Make the world smell real
  • Make space for the Packmates to express themselves
  • Make the PCs feel badass
  • Reinforce Pack culture and traditions
  • Offer situations, not plot
  • Make it hurt!

MC MOVES

Soft Moves
  • Sow discord in the Pack
  • Offer an opportunity with or without a cost
  • Foreshadow a threat
  • Tempt Packmates to break Traditions/Disobey orders
  • Highlight a Threat or an untenable situation
Hard Moves
  • If the Alpha is an NPC – have them do something terrible
  • If the Alpha is a PC – give them a horrible choice
  • Separate the Pack
  • Inflict Harm
  • Threaten them with discovery
  • Threaten them with their nature
  • Explode an untenable situation
  • Shove a Threat in their face

Custom Moves

Notes:

THE PACK



PACK CULTURE

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).

TRADITIONS

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.

PACK MOVES

PACK POOL
Keep a tally of the Pack Pool Points here.

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?

Alpha Cub Enforcer Fixer Greypelt Howl Prodigal Custom

THE ALPHA The Pack is nothing without the Alpha and the Alpha is nothing without the Pack. You are their centre, their heart and they give you status and purpose. How do you dominate your Pack? Do you rule with fear, viciously punishing the disobedient? Or are you respected and loved by all? Maybe it is just complicated. Are the Pack waiting to depose you or run into danger and die for you? There are many ways to be Alpha and the Pack always reflects your inner self.

THE CUB You are the newest member of the Pack, a freshly bitten werewolf with only a few Changes to your name. You are learning the rules and making relationships with your new Packmates but you are fucking up a lot. They love you anyway. You’re the younger sibling, indulged and frustrating. Are you desperate to prove yourself, enjoying being the baby of the family or both?

THE ENFORCER Every Pack has someone willing to cross a line to protect their family, to do what is necessary to ensure their survival. Someone the Alpha can use as the ultimate threat. That is you. Your loyalty to Pack and Alpha is strong and unshakeable but do you embrace your role, or carry it as a burden for those you love? Do you have any limits when pushed to the brink and what do your nearest and dearest think when you go beyond the line?

THE FIXER Well, someone has to deal with the mortal world: luckily, you just love it. The Pack is your home and your family, but mortals hold a fascination for you, and you know their world just as well as your own. You love the way they smell, feel, and taste; and they love you back. Which is handy when the Pack needs money, information, or something disappearing. But, you exist between two worlds, more so than anyone else: and it pulls you apart.

THE GREYPELT The oldest and wisest among us. The Greypelt remembers the earliest days of the Pack, the battles and rivalries of the long past, the wolves who died before we came to this life of teeth and rending. The Greypelt is an esteemed elder, a former Alpha, Mother and Father to us all.

THE HOWL The Alpha may lead the Pack in this life but you shepherd them in spirit. The Pack respect you, they need your guidance just as much as the Alpha’s but in a different way. You can be the Alpha’s best friend and ally or you can be biding your time to rid the Pack of an Alpha who threatens you all to damnation. Or worse... you can be both.

THE PRODIGAL You used to be in the Pack and you left. Circumstance has reluctantly pulled you back – you’re here and you’re committed for now. But it is hard finding your place again. Some have welcomed you back with an embrace, some resent you and one in particular you are probably avoiding.


Stats

TEETH
HEART
GUTS
FERAL

Wolf Path:

Human Path:

Harm Phases:

Player:
Name:
Look:
Heartbeats:
Age: Pronoun:

Relationships

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.

Ties:

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.

Ties:

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.

Ties:

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.

Ties:

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.

Ties:

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.

Ties:

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.

Ties:

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.

Ties:

You may spend ties 1-for-1 on rolls against that PC


Moves

SEX MOVE
If you and another Player Character have sex, then they gain the Alpha Move ‘Hearts and Minds’ but can only use it on you. They are under your skin now… what you do about that is up to you.

You start with State of the Pack:


Also pick two more moves:
We Are Pack
Who's a Good Wolf
Hearts and Minds
Time for a New Tradition

SEX MOVE
If you and another Player Character have sex, then the next time they are threatened, if you put yourself in harm's way for them add +1 to all rolls until you are both safe again.

Choose two starting moves

Free Pass
Over Protected
Heartstring
Scrapping
We Are Family
SEX MOVE
If you and another Player Character have sex, you tell them about your guilty heart. If they reject you afterwards, take +2 to your next action to defend them; if they don't reject you, take +1 to your next action to defend them.

Choose two starting moves:

Borrow Trouble
Cross the Line
Lone Wolf
Heart of Stone
Born in Blood
SEX MOVE
If you and another Player Character have sex, then you owe them a big, romantic gesture. You just want do something awesome for them.

Choose two starting moves:

Make it go Away
Gone to Ground
Resources
Sniff it Out
A Cool Head
SEX MOVE
When you have sex with another Player Character, they remind you of an old mistake you do not want to make again. State some new information about the current situation/threat facing the Pack from the insights you have gained.

Choose two starting moves

Lorekeeping
Draw on the Pack
Wise Counsel
I Remember When You were Knee High
Close to the Wild
SEX MOVE
you have an immediate and overwhelming sense that something terrible will happen to them. The idea of losing them is suddenly and surprisingly painful to you. Gain a +1 to all actions that put them in danger when it is for the good of the Pack. This lasts until you have sex with another Packmate.

Choose two starting moves:

Geas
Prophecy
Speak witht he Pack
Silver Tongue
Speak with the Dead
SEX MOVE
If you and another Player Character have sex, then the overwhelming sense of being at the heart of the Pack again damages your control of the wolf. The next time you feel under threat you must make the move Give In To The Wolf.

Choose two starting moves:

Heart Grows Fonder
One for the Team
Call in a Favour
Set Apart
Healing
SEX MOVE

Choose two starting moves


Posessions

Advancements

Notes

BASIC MOVES



DOMINATE [TEETH]

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.

DISOBEY [GUTS]

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.

MAKE A CHALLENGE [GUTS]

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.

MAULING [TEETH]

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:

  • you take –1 Harm
  • you deal +1 Harm
  • you discern your opponent’s next move
  • you impress or intimidate someone
  • Do not take –1 Forward on your next
  • ‘Give In To The Wolf’ Move

0-6 MC makes a hard move and a PC takes a +1 Tie on you.

GIVE IN TO THE WOLF [FERAL]

When you give yourself to the wolf, roll +Feral.

10+ choose two, 7-9 choose one:

  • Reduce Heart and Guts by +2 total and increase Teeth and Feral by +2 total (split these modifiers however you wish but no stat can go above +3 in total)
  • +1 Harm from your bite and claws
  • +2 Armour
  • +2 to the Pack Pool
  • Heal +1 additional Harm when you return from Wolf Form

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.

HARNESS THE WOLF [HEART]

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.

  • Who is the weakest here?
  • Where is the trail / where is my prey?
  • What is the strongest emotion in this location?
  • What do they really want?
  • What is the biggest threat to the Pack?
  • What smells wrong here?
  • Who/what is dominant in this situation?
  • Where is the escape route / route through?
  • Where does the Pack need to be?

0-6 MC makes a Hard Move.

ACT ON INSTINCT [FERAL]

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

PROVOKE SPILL [HEART]

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:

  • their response provokes you to Spill as if they’d rolled a 10+; or
  • they can opt to omit an aspect of the truth in their Spill response but you don’t get the Pack Pool element of the Spill Move.

0-6 MC gets a hard move.

SPILL

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:

  • your desire for a Packmate
  • why you are hurting
  • what you are angry about
  • what you are afraid of

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.