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Below are the 20 most recent journal entries recorded in Werewolf: The Forsaken Discussion Community's LiveJournal:

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    Wednesday, March 26th, 2008
    9:34 pm
    [digitalraven]
    Tribes of the Moon preview!
    There's a preview up for Tribes of the Moon!

    It's right here.

    I'm doubly psyched about this, as it's a small chunk of my Iron Masters chapter. So enjoy a slice on how the Farsil Luhal recruit, and a funkadelic rite for all those body-modification fans!
    Tuesday, January 29th, 2008
    1:36 pm
    [digitalraven]
    On Gifts
    Been quiet here. So have a titbit from the WW forums, where I laid down some Science on the nature of Gifts.

    Speaking as the guy who laid down a lot of the background behind Gifts:

    I love them. They're not pick-and-choose superpowers, they're things that spirits believe that you want or need. They're outright modifications to your soul, and there's no going back.

    But there's something to remember: That's talking about the concept and nature of Gifts as a whole. Individual Gifts also come into things, and there's a different thematic layer that some people don't get when they read the Gift lists.

    Gifts are all about dominance.

    You're a werewolf. You are the apex predator, nothing can beat you in physical power. And spirits give you powers that let you exert that natural authority over the world.

    You can make a room warmer not out of the kindness of your heart, but because you're commanding the room to be warmer. You don't just "short out lights," you glare at them and the lights are scared shit-less of you and wink out in fear. You don't psychically control technology, technology recognizes you as something higher up the food chain and bows down before you. You're such a consummate warrior that you can command armor from the spirits of the air and they give it to you.

    Gifts are about your ultimate dominance over the world, given because you have proven yourself worthy of respect. Rites, by contrast, are highly formalized bargains that work on codified and enforced give-and-take between powerful spirits and werewolves. That's why you get Gifts with Renown, while any schmuck can learn plenty of Rites.


    This isn't something that's ever been outright stated in a book as far as I know, but I did my best to imply it in the Gifts section of Lore of the Forsaken. Eagle-eyed readers may note a passage like this in an upcoming book, but I can't tell you what it is yet.
    Wednesday, August 15th, 2007
    9:34 am
    [innocent_man]
    Silence of Time Update - Last Session!
    The pack was on the banks of the river debating what to do about Phil. Scylla asked where the heck their totem was, and Fletcher looked across the Gauntlet. He didn't see Stalker, but he did feel tremors, like something immense walking toward them...

    "Fuck me running," said Fletcher. "The predator magath."

    Indeed. Stalker arrived shortly thereafter and said that after seeing the moss-spirit trounce Scylla, he'd gone for a bigger stick. The pack went to the moss-glade and stepped sideways, and Gordon browbeat the moss-spirit into letting Phil go. He stood up, refreshed and ready, mace in hand...and then the moss-spirit saw the predator behind them and about wet himself. The pack told the predator what they were here to do, and the predator, learning that the Aharnuz was present, stomped off to find her.

    The pack stepped back into the physical world and charged to the water. They felt the Mother's empathic burst of "fearangercuriosity". Fletcher listened and heard the predator spirit talking to her...making a bargain.

    See, the predator is a magath. He eats only predators spirits. He's been around for 65 million years. He's eaten all the predator spirits he knows about, and now he needs something new. The Mother can birth new species, which will, in turn, birth new spirits. Good deal, huh?

    The pack was initially intent on fighting them both (ha). Reese yelled for their totem, using its name (which might have cost him dearly later). Scylla howled to the river, and the river-spirit tried to cough up the Mother...but couldn't. The pack asked if he could draw on the ocean, and he said he could, but it would lay waste to much of the lands in between here and the seas ("In an unprecedented meteorological occurrence, a tidal wave began in Delaware Bay and washed up near Philadelphia..."). Fletcher reminded everyone that the river-spirit had once been willing to kill the Mother outright if one of the pack sacrificed himself. Zeke slipped off, gave a howl to Black Wolf, and walked into the waves. The rest of the pack, unwilling to let him die alone, followed.

    The predator-magath, as before, acted as a locus, and pulled them all across. They found themselves standing on its back. They talked with the spirit. Reese told it that there were other predators in the world that it hadn't seen, it just needed to go find them. Maybe even on other worlds? It said it was too hungry to travel very far, certainly not off-planet. Fletcher pointed out that the pack was on a crusade for Luna to kill the Mother, and she'd be pissed if he interfered. He just chuckled and noted that Luna had been pissed before; she'd get over it.

    But then they pointed out that this crusade (or Shukarran) could spread to all werewolves, and the predator didn't really want to protect the Mother for all time. And then Zeke pulled out the Brilliant Stick.

    "We know a powerful predator spirit north of here," he said. "His name is Raw-Head-Bloody-Bones."

    Pure fucking genius. The pack just wished they could send a little card along with the predator. "To: The Pure. From: The Crucible. Love and sloppy kisses!"

    The predator got the scent from Zeke, and stomped off toward New York. I'm really happy they didn't banish him or something. I like having him around to scare the crap out of players.

    The river-spirit now coughed up the Mother...and the fight was on.

    The Mother is tough. She regenerates damage quickly and she fights right through wound penalties (I modified her a bit to reflect her new, roach-like nature). She smacked Reese around pretty good right at the start, and he entered this fight wounded. Gordon did his usual "blow things away" thing, but a lot of folks seemed to have trouble landing a good hit (seriously, a lot of failed attack rolls right off the bat). Then Zeke used Manipulate Earth to upend her...but she started burrowing.

    The pack attacked her backside, and Gordon used Control Earth to push her back out. Zeke stabbed her with a harpoon loaded up with dynamite and Phil, using his maul, hammered it home. BOOM!

    Now with a big, nasty, cauterized wound, she was on her last legs. She swung her immense limb down at Reese...

    ...and broke his neck, killing him instantly.

    The pack, still mind-linked, all flew into Death Rage (except Gordon and Phil). Gordon pumped the Mother full of (more) lead, but by that time the pack was tearing her apart. Gordon used his knife to calm folks down, and they stood around to mourn their fallen Rahu.

    Reese went to wolf-form when he died, meaning that his mighty weapon, Rend, is locked away from others. "Asshole to the end," someone said. The pack buried the Mother's remains, found the Scar Angels and the Harmony pack (who had been distracted by some lingering spawn of the Mother), and headed back to Philly.

    They had the funeral up in the Appalachians, with the Blood Talon pack that had mentored Reese. There was, as required in his will, much boozing and brawling. Scylla told the story of the Reconquest of Philadelphia, and didn't leave out the bad parts. Reese was an asshole, but he was a good Uratha.

    Don, it seems, had his own story to tell. His pack had been suckered into an ambush, and the DEA rogues had attacked with silver bullets. But then moonlight surrounded them, and the bullets lost their silver sheen. Don tossed Scylla a bag of knuckle bones from an agent, and mentioned that he figured there were still more. Don thanked the pack again for helping him out of his depression, but asked that they stay in Philly. He wasn't ready to be the big alpha of the area, and there was more to do.

    The Scar Angels left to go on the road, and the Harmony pack has other work to do elsewhere. Presently, there are only two packs of Uratha in Philadelphia.

    So, watch your back on the subway. Don Stiles (Cahalith Hunter in Darkness), Betsy Blair (Irraka Hunter in Darkness), Blaine Werner (Elodoth Blood Talon), and Simon Mather (Ithauer Iron Master) claim the subway system as their territory. They watch out for monsters creeping up from the depths, but Don's still a cop. Sometimes old habits die hard.

    The Crucible pack claims most of the city, at least until some more packs arrive. Scylla Jennings (Cahalith Bone Shadow), Phil Harman (Elodoth Bone Shadow), Zeke Yoder (Irraka Hunter in Darkness), Gordon Sorrel (Elodoth Hunter in Darkness), Fletcher Conrad (Ithauer Iron Master), and Michael Ladon (Rahu Blood Talon) have earned this piece of turf. Tested in the crucible, tempered by death and horror, they've sent their enemies into the silence of time.
    Wednesday, August 8th, 2007
    1:22 pm
    [innocent_man]
    Silence of Time Update
    The pack had bedded down in moss-locus, and then woke up to figure out how to proceed. Reese bitched at Scylla about not having called Don and his pack in; Scylla's feeling was that having Don deal with the government agents with silver bullets was basically sending them to die. Finally, though, she let Reese call Don. Don talked with him a bit and then got passed back to Scylla, and he told her that the agents were in fact DEA, and had gone AWOL after Gilelli disappeared. As such, no one would miss them. They knew, though, that Don was a cop and were probably watching him, so Don said a better use of his time might to stay in town and not lead the agents straight to the werewolves (and as a Cahalith, he'd had his own dreams about the fight in the woods).

    Scylla agreed, and then Crucible met up with the Scar Angels and the remains of the Harmony pack. Scylla used Lay of the Land and determined that there was a large, powerful supernatural presence and a bunch of smaller ones near the river. The plan was to have the Harmony pack fall back and make sure they weren't ambushed, while the Crucible and the Scar Angels engaged the creatures.

    Scylla, though, used Pack Awareness to find Phil (his player was missing on account of baby arrival). She found that he was only half-there, but in the moss-glade, sleeping comfortable. Realizing that he'd been next to them the whole time, she went to the moss-glade, stepped across, and tried to dig, but the moss-spirit (think the Thing, but made of moss) knocked her back. She threatened to come back with her pack and destroy it if it didn't let Phil go, but it just tried to envelope her. She stepped sideways and sent Stalker on to find the pack...

    ...but the pack was having its own fun. They'd gotten near the bank of the river and been attacked by big bug-lizards with stingers and more of those roaches. The Scar Angels and the Crucible took them on, though, and destroyed them without serious injury. Reese, though, had gone to Primal Form and still had a couple of turns left when the last bug was dead, so he loped off toward the river to avoid the temptation to start biting people. There, huge tentacles wrapped around him and tried to pull him in. Perhaps they'd have done it, too, if not for that sick level 5 Strength Gift that lets you pump Essence for 3 points of Strength.

    Zeke showed up, was briefly trapped by the tentacles, but shifted to Shadow Flesh (grappling's not mentioned in the Gift write-up, but c'mon, you can slip under doors - tentacles shouldn't be too big a problem). The others arrived shortly thereafter and freed Reese, just as the Gift wore off. He had some holes in him from the bugs, but no serious damage.

    We left them there. Scylla needs to decide what to do about Phil (who should be there next week), in no small part because Phil has the mace that might just be the key to killing the Mother.
    Wednesday, August 1st, 2007
    10:40 am
    [innocent_man]
    Silence of Time Update
    Only two more sessions after this. That makes me sort of sad, but it's been a good run.

    Anyway, this was the beginning of a new story, though without any downtime. The pack was in hurtin' shape. Reese, Phil and Fletcher were all suffering from silver wounds, the pack was dangerously low on Essence, and pretty soon the disease that Fletcher and Gordon were suffering from was going to start racking them with fever and pain again (which would kill Fletcher).

    They called up the Harmony pack and had Locksmith perform the Rite of Healing, which healed up the injured parties (though they provided the Essence). Then they headed back to the house. They figured that since the river spirit wasn't going to cough up the Mother until they howled, they had a little time. Scylla called Darlington and asked him to have his memory-wiper visit the dude that had seen them enter Gilelli's house, but she called Scylla shortly before sunup and said that she'd arrived and found a circus of cops and ambulances - apparently, the guy had summoned help.

    At the house, the pack discovered that someone had broken in. Roughly 5 people, they'd searched the house, but carefully. Zeke talked with Ann, the ghost in the basement, she told him that they'd found the secret room he'd built, but not entered it (they were apparently creeped out in the basement - might be the ghost, y'know?). Paula was gone and when Scylla called her cell, she heard it ringing. She tracked it down and found it under Paula's book. Gordon found a strip of tape on the fridge and figured that Paula had left a note, which the intruders had taken. With some quick investigative work, they learned that she'd had a date last night with a guy named Doug. Scylla wasn't thrilled, being the overprotective sister that she is, but at least she hadn't (necessarily) been kidnapped.

    The pack left and went to Reese's apartment, while Gordon and Fletcher went to a coffee shop (the phone number was in Paula's phone). There, they learned that Doug was an employee. They called Doug's phone, got Paula, and gave her a quick appraisal of the situation. She came out to meet them.

    Meanwhile, Reese and company had discovered that his place had been searched, too. His landlord said the same thing as the street-spirits that Scylla asked at the house; guys in black cars, looked like Feds. And they wore a sprig of some purple plant around their necks - likely wolfsbane.

    The pack fell back to the warehouse near the bloody basement to regroup and rest. Scylla had a dream - she dreamed that she was in a forest, and instead of squirrels and birds, there were huge roaches. She saw something moving in the trees that smell like the Mother, and chased it, but someone shot her in the back with silver. She turned and saw men standing around with wolfsbane around their necks and a crow on their shoulders. She killed one and tore him open - he was full of organs, not birds. But then the others turned on her and shot her repeatedly.

    She woke up and told the pack what she'd seen, and they discussed their options. They needed to re-arm, but they didn't want to go back to the house. They hit on the idea of asking Perry, the neighborhood-spirit that they'd once offended, for helping in acquiring cheap firearms. They stepped sideways and headed for the barbershop. En route, they hunted down and ate some mice-spirits, but the collective spirit world seemed to turn and notice them, which mean them wary (not "weary" - what's with people doing that lately?) about hunting in the city.

    They talked to Perry and he sent them to a local gun-runner. Reese stepped across and talked with the guy, made a deal, and stepped back to tell Fletcher (the only packmate with a lot of ready cash). He stepped out and went to the bank, withdrew some money (which meant his assets haven't been frozen, which is nice) and walked back toward the locus. En route, he saw the black car watching him. He ducked around a corner and saw one of the agents following him; he started to approach the guy and he jumped into the car and drove off.

    They purchased the guns (shotguns and Mac-10s) and then walked out of Philly to the state park, in the spirit world. Long trek, but untraceable, at least for guys in cars.

    At the park, they were approached by the spirit of the Neshaminy State Park. It listened to their story and said that they could recharge and rest at a glade in the park, but to be careful dreaming there. The locus, immensely powerful and covered with moss, was cool and restful, and the pack took a monster-truckload of Essence and slept.

    Reese and Fletcher, though, got a little more than Essence into the bargain. We'll see what effects that has next session.
    Wednesday, July 25th, 2007
    9:03 am
    [innocent_man]
    Silence of Time Update
    The pack, you might recall, was standing outside the home of Henry Gilelli, now a Crow-Host. They were in the spirit world, and noticed a bunch of crow-spirits hanging around his house. Also the road had eyeballs embedded in it. Fletcher, near death from the disease, noted that these crows were actually all one spirit - a spirit of vigilance. Zeke used Vanish and slipped into the spirit-house.

    While there, he noticed a great big spirit that looked like a hyena made of silver. Looking through his eyes, Fletcher noticed that this spirit was a silver-spirit - like, the spirit of a large quantity of spirit. He used Read Spirit to find out why it was here, and found that it was fulfilling a promise. Rather than tangle with that thing, Zeke stayed stealthy, and got a good idea of the layout of the place. He also noticed (looking through the Gauntlet, again with Fletcher's help) that Gilelli's house hadn't changed too much since Gilelli had inhabited his own body - lots of mail for Henry from various other family members, lots of family photos.

    On the way out, the vigilance-spirit noticed Zeke, but Scylla called Buddy, the dog-spirit, over to the yard and distracted it. The pack left and went hunting, spending the rest of the day chasing down small spirits of game to eat so that they had some Essence. Phil, meanwhile, spent six and a half hours performing the Rite of Healing on Fletcher and Gordon, so that they didn't go into a fight 4 aggravated damage in debt.

    That evening, the pack (now in the physical world), used the Rite of Dormancy on Buddy's locus so that nothing would slip through to surprise them, broke into the house using a quick Technology Ward, and set up their positions. Reese noticed a neighbor across the street peeking out of his curtains, and so Zeke slipped over in shadow form and knocked his ass out and trussed him up (some discussion here of whether killing him would have fallen under that "unnecessary death" thing, but it didn't matter, as Zeke didn't kill him).

    Gilelli arrived home and entered the kitchen through the garage. He failed to notice the pack in enough time to flee (Gauntlet Cloak helps), but did notice them in enough time to draw his gun and shoot Reese with a silver round. It hurt, but didn't kill, and Reese got him with the net. Like, to the tune of seven successes. That was pretty much the end of the fight for him - Gilelli's not very strong. Phil ran up and whacked him with his maul, disarming him, which was good, because he could have shot through that net.

    Oh, but he's got friends. He called for the silver spirit and it Materialized, leaping on Phil and sinking into his flesh like a knife through butter. It didn't kill him, but it was darned close. Phil flew into Death Rage. Fletcher stabbed the silver spirit and it rounded on him, cutting him to the bone with silvery claws (would've killed him if they hadn't taken the time to heal), but then Reese cut the spirit in half with Rend, discorporating it. Gordon, from outside, used his fetish knife to drop Phil out of Death Rage (for the record, Jeff, Gordon is now healed, but down probably all of his Essence).

    The pack loaded Gilelli into his car and drove to the river, keeping him immobilized and taped up so he couldn't scream (which was good, because he's got that Doomcry power). There, Scylla entered the spirit world and talked with the river-spirit. It agreed to spit out the Mother onto the bank of the river at a state park, north of the pack's location, and to bar her from re-entry to the water until the next full moon. The pack called the other alphas, and Reese waded out into the water with Gilelli and drowned him. A few feathers floated to the surface...but that's all.

    Next session...do we finally confront the Mother?
    Wednesday, July 11th, 2007
    11:24 pm
    [innocent_man]
    Silence of Time Update
    The pack, you'll recall, had learned that the river-spirit of the Schuylkill would cough up the Mother in exchange for a sacrifice. They talked over who it would be, and still came back to Gilelli. Fletcher, upon hearing that the spirit had offered to kill the Mother in exchange for a member of the pack's death, considered doing the heroic sacrifice thing, but they decided to save that for a last resort.

    Zeke went to follow Gilelli, but Gilelli spotted him. Zeke played dumb, and the Crow-Host bought it, and then Zeke followed him home.

    Gordon went to see Wise Lost, the little magath at the museum. It told him a little about Hosts and what they wanted, but didn't know much about Crow-Hosts. Scylla and Phil dug into the Iron Master archive and learned about Grandmother Spider, the Plague King, the Azlu, the Beshilu and some musings about other Hosts, but nothing concrete (see, in my chronicle Gilelli is the only known Halaku...).

    Fletcher went to see Thumuhirsah, and asked him about what was going on. The spirit told him that throwing innocent people into the river was a no-no, but that the Hosts had no citizenship in the city as far as the city spirits were concerned (so Gilelli's a good choice). Of course, Gilelli is also a DEA agent, so there are complications there. That was a refrain that kept coming up - he's a federal agent, so watch it.

    Reese, meanwhile, went to see Locksmith and the smoldering remains of the Harmony pack. They told him a little about the Hosts, but were really more interested in the deal with the river-spirit (remember Locksmith doesn't trust spirits, ever).

    The pack basically got a lot of information about Hosts in general, a lot of warnings to be careful who saw them fucking with a DEA agent, and a piece of advice to figure out who Gilelli was before he got filled full of crows (remember?). They slept on it. The next morning, Fletcher and Gordon were even sicker (total of 4 aggravated damage). The pack decided to scout out Gilelli's house from the Shadow.

    They traveled to his neighborhood and found a locus in an old abandoned doghouse. They stepped across (with some difficulty, because the sick werewolves were acting like dead weight) and found a dog-spirit there. Scylla played with it for a few minutes (price of passing), and on they went.

    At Gilelli's house, they saw lots of crow-spirits. And the road in front of his house had eyeballs in it. For a pack so focused on stealth, this is going to be tricky.
    Monday, July 2nd, 2007
    1:03 pm
    [patchwolf]
    NPC packs?
    Okay, the time has come to populate my little game with some NPC werewolves. So now is the perfect time for my brain to come up with a blank sheet of paper.

    So I'm putting out a call: If you've got any werewolf characters which I can use as NPCs, comment here. Or if you're good at creating these types of characters, give it a shot.

    What I'm looking for: is under a cut, so my players have to actively click to be potentially spoiled )
    Thursday, June 28th, 2007
    12:14 am
    [innocent_man]
    Silence of Time Update
    The pack woke up after their long night of hunting. Fletcher and Gordon both felt like they'd been run over by a truck. Their gums were bleeding and they couldn't barely think straight (-1 penalty to all actions, -3 to shapeshift and use Gifts, 2 aggravated damage).

    Scylla had a dream, though. She dreamed that Death Wolf walked by her side on top of the Schuylkill River. Kamduis-Ur told her that the river was powerful, and the river-spirit was more than the minor functionaries they'd met so far. They looked up and saw cockroaches swarming over the moon. Death Wolf howled and the roaches fell down like rain. She told Scylla that roaches were impossible to eradicate, but she could kill the swarm, at least.

    On that note, Scylla and Phil went to research the river, hoping to find a clue at to how to approach the river-spirit. Reese went jogging. Zeke got working on plans to tunnel through the earth to hit the Mother from below. Fletcher and Gordon put their heads together about curing the disease, but Fletcher finally called Susan (the mage) for help.

    Susan took a look at them and informed that they were dying. The disease wasn't contagious, but they were infected and it was ripping apart their insides. Their spirit and flesh were merging fully, which would eventually caused their tissues to break down beyond their ability to heal it. She was unsure what she could do to help them, but resolved to be available if they needed anything. She did ask, though, that if they went looking for the river-spirit (she and Scylla talked a bit), they look and see if there was a bottom. Apparently large bodies of water are bottomless in the Shadow, or so she'd heard.

    Reese, meanwhile, went to the tree that the pack had visited way the hell back here. He found it was still asleep; apparently it wakes up in spring weather-wise, not officially. He fixed up the area a little bit (this is going to be his private contrition for what he did), and then went and asked the sewer-lord for Essence. The sewer-lord took him to the Confluence Room and doused him in effluence for a while. He got some Essence, but he smells awful and it's not washing out.

    The werewolves regrouped. Phil had discovered plans to build railroad tracks alongside the Schuylkill River, which would result in pollution, and figured that might be bargaining chip (no word on what he was going to do about it, not that it wound up mattering). The pack rented a boat and trucked out to a small island in the river. They found a tiny locus there (resonance=isolation) and stepped across, nearly falling into the water - the land was much smaller in the Shadow, and Fletcher had failed his Two-World Eyes roll.

    Phil stuck his head in the water and the water-spirits pulled him in. As he started to drown, he asked them to meet with the Schuylkill Spirit, and they agreed, spitting him back up to land. The Spirit arrived, and the pack felt some real power.

    Schuylkill is a river-spirit, which feeds into (and thus draws on the power of) the spirit of the Delaware Bay, which does the same with the spirit of the Atlantic Ocean. The predator-spirit they'd messed with before was more powerful than the river, but it was also alone. Schuylkill is not.

    The pack, mostly Phil, talked with the spirit. It didn't care about pollution or train tracks, but said that it might help them for a sacrifice. They asked what kind, it said it would have to think about it. Then it said it wanted to know them better, and washed over the land. Scylla and Gordon were washed out into the water.

    There, it talked with Scylla. It asked if she would give up a packmate to kill the Mother - it said it would kill her right now, for that. She refused. It then said that water was homogeneous, and it longed for change, which was why it was rather looking forward to the railroad - at least that would change things a little. It agreed to reject the Mother and force her out if Scylla drowned someone in the Schuylkill, someone who had seen great change in his/her life. Scylla agreed, and it took her and Gordon to shore.

    The others had returned as well, and the pack discussed its options. Scylla's initial idea was to find a homeless person, someone old, who had seen change. Other suggestions were made, including Paula (which Phil shot down) and Betsy (which everyone shot down - Besty's a werewolf, remember, and Imru Nu Fir Imru). The one target they seemed to agree on, though, was Henry Gilelli.

    Yeah, him. The Crow Host. Zeke seems to think it'll be easy. Heh. We'll find out in two weeks; no game next week.
    Friday, June 22nd, 2007
    7:45 pm
    [maruchina]
    Poll on non-mainstream hobbies
    For my journalism class, I'm conducting a small survey on non-mainstream hobbies with two friends of mine. We're targeting RPGers amongst other hobby groups.

    If you have some time, it'd be great if you could fill out the survey. It consists of 17 questions and can be found here.

    I hope this post is not off-topic; if it is, feel free to delete, of course.

    Thanks!!
    Tuesday, June 19th, 2007
    10:32 pm
    [innocent_man]
    Silence of Time Update
    Last time, the pack was on a boat after fighting off some of the Mother's spawn. They healed a few of their wounds, and Fletcher and Gordon noticed that they felt a little sick. As Reese and Mike tried to reposition the boat to drop more depth charges, Fletcher used Blood Divination to see if he could figure out what was happening with the bites.

    An aside here: The Blood Divination Gift as written is, well, ass. It's a neat idea, but c'mon - 20 successes for a +1 die bonus? Much more economical, and more statistically relevant, to spend the one point of Willpower and get 3 extra dice (and don't you dare call me a twink. Thinking about how to play to your and the system's strengths is not twinking). So I modified it so that a) it's an instant action and b) it gives you an oblique hint, y'know, like divination, which sits better with the players.

    Anyway, Fletcher's player bombed that roll. So I took him aside and explained that his flesh and spirit were splitting apart, slowly. That gives him a -3 on all Gift rolls, and shapeshifting rolls. He could play it up however he wanted. He decided that Fletcher just didn't notice the problem, but he didn't shapeshift after that, even when it would've been helpful.

    So, by now Reese had dropped two of the charges. As they descended, the characters felt a weird burst of emotion/impulse from below - pain anger anticipation curiosity memory. Then the bomb hit and the "pain" bit got more intense. As the next bomb neared the Mother, they felt it again...but then Mike said, "Hey, you guys might want to see this."

    A portion of the Mother seemed to be pulling away. The pack figured it out: She was giving birth. The next bomb hit just after the baby critter had pulled free and started swimming up at the boat. They felt it hit, and those with sharp hearing heard chewing.

    Reese went into the bowels of the ship and fired an SMG at it. About that time, Gordon called up the river-spirits (Invoke the Water's Wrath) and sent the ship headed for shore. Everybody made their rolls to stay on the ship...except Phil. He fell into the water, and Scylla threw him a line and started pulling. The creature, though, let go of the boat and went for Phil.

    Fletcher, Gordon and Scylla started pulling on the rope while Phil struggled to avoid hypothermia. Zeke threw a length of steel rebar at the creature's general area and speared it. It swam downward, and then attacked again. Reese, refusing to watch a pack member die, jumped in holding Rend and struck the thing. All they saw was blood in the water. They pulled Phil aboard, and Reese changed to Urshul (both to avoid freezing to death and to absorb his fetish, so as not to lose it).

    They threw Reese the life preserver and he climbed aboard just in time for the boat to run aground. The werewolves went flying through the air and landed with varying amounts of damage, except Zeke, who kept his footing and wasn't hurt. The Scar Angels met them on the bank and told them that the police were en route, and they headed back to the warehouse to regroup.

    Zeke made a stop at a construction site to look at what he'd need to refit a dredge barge with something to kill the Mother. But he was fuzzy on how to get such a barge without anyone noticing.

    Back at the warehouse, the pack realized that something was wrong with Fletcher and Gordon. Stalker described it and Fix, the Ithauer of the Scar Angels, confirmed it. They tried Cleansed Blood, but that didn't seem to help. Low on Essence, the pack decided to step sideways and hunt a spirit, hoping that an infusion of Essence would help. They stepped across at the Bloody Basement, and Scylla (rather than Zeke) led them across the Gauntlet, but noticed that her infected packmates acted like lead weights to her attempt.

    They hunted down a deer-spirit, killed it and ate it, but that didn't cure the disease. Reese had Phil perform the Rite of the Spirit Brand to give him some Honor. A Lune (Ralunim, it being a full moon) arrived to witness, and took note of the blood on Reese's ax. The honorable act, here, was jumping into the water and risking life and limb to save a packmate. The Lune accepted this, and made an embellishment to Reese's Honor tattoo with the creature's blood (which burned a bit).

    The pack asked the Lune if he could help or at least identify the problem with Gordon and Fletcher. It told them that they were infected with a disease, and that they'd have to fight it off. It wouldn't be worse, it said, than the disease that Fletcher had already experienced, though Fletcher hoped that this time it wouldn't involve hot rocks. It did say, though, that this disease would be quicker - they'd fight it off, or it would kill them.

    We left it there for the moment, though I think they're planning on calling Susan sometime soon.
    Wednesday, June 13th, 2007
    4:50 pm
    [innocent_man]
    Silence of Time Update
    Last time, the characters were fixing Mike Ladon's boat in preparation to go after the Mother. This session, Reese took Scylla to a diner and told her what he'd done. She was concerned on two levels (beyond the OMG YOU ATE A DUDE level). First, that he hadn't trusted her enough as alpha to come up with a different way to provide much-needed Essence. Second, that he didn't seem concerned about what he'd done beyond a very pragmatic level - he didn't seem to care about violation of the Oath, just that he'd potentially made spirits angry or something. Scylla told him that she'd need to tell the pack, and they went to do just that.

    Scylla asked the pack what they thought Reese needed to do. Phil said that he trusted Reese, and that if he'd thought it was necessary then it probably was. Zeke said it was up to the Lunes, since they were the best judges of this kind of thing. Gordon was concerned that Reese recognize that he'd committed murder, and that wasn't nothin'. And Fletcher, uncharacteristically, said nothing at all. Scylla finally told Reese that he needed to gain an Honor tattoo (Reese has exactly zero dots in Honor) before she'd respect him as a packmate again. They also decided that he'd go into the Shadow and ask for judgment from the Lunes.

    They searched the dock area for a locus and found one, centered on the bed of a hooker who was pretty clearly suffering from AIDS (this locus is mentioned in World of Darkness: Book of Spirits and I liked it). They stepped across and noted a swarm-spirit in the room, but it was too weak of a spirit to bother them; the roaches just scattered.

    Outside, Reese called for a Lune and one answered. It listened to what he said and told him that if he wanted to make amends, the Rite of Contrition was a good way to go. Of course, Reese also has zero dots in Rituals, so that'd be another thing to work toward. The spirit told him to build up his Honor a bit and then see where he was, but of course it couldn't speak for Luna.

    The pack stepped back across and headed to the dock. They set out with Mike steering and Fletcher using the fish-finder to look for the Mother. A few miles downstream, they found her, a gigantic mass buried in the muck. Zeke dropped one of his depth charges (made from dynamite and mini-kegs), and then the spawn attacked.

    The first creatures to show up were like immense, furry sharks with round, needle-teeth filled mouths. They jumped up on the deck and tried to knock the werewolves into the drink, but nobody actually fell in. While they were coping with that, though, the roaches arrived - gigantic bugs with sharp, vicious chillicerae. The pack managed to kill them all, but Gordon and Fletcher noticed that their wounds throbbed and ached after the fight ended.

    If the depth charge harmed the Mother, she didn't show it by moving. So there's the pack, over the Mother on the Schuylkill River, bleeding in the moonlight.
    Tuesday, June 12th, 2007
    11:00 am
    [innocent_man]
    Buy these books. They're NWoD!
    Having a cash crises presently, to the point of wondering if I'm really going to be able to make GenCon or, indeed, buy food this week (I mean, I'll be able to buy food, but even that's putting a strain on the purse). Numerous things contribute, but the long & short is, I'm reminding everybody about my Massive Freaking Book Sale.

    I've added new World of Darkness books to the list, too, just in case you want to, like, have them autographed or something, I dunno. In any event, if any of the books on that list want to be in your hands, email me and let me know what you'd like to pay for them. I'll take checks/money orders, but I'd really prefer PayPal because I need the money now-ish.

    The NWoD books I currently have for sale are:

    Coteries (Vampire)
    Bloodlines: The Legendary (Vampire)
    Requiem Chronicler's Guide (Vampire)
    World of Darkness: Ghost Stories
    Reign of the Exarchs x2 (Mage)
    Intruders: Encounters with the Abyss x2 (Mage)
    Tome of the Mysteries (Mage)
    Hunting Ground: The Rockies (Werewolf)
    Magnum Opus (Promethean)
    Saturnine Night x2 (Promethean)
    Pandora's Book (Promethean)
    Strange Alchemies (Promethean)


    X-posted all over the damn place.
    3:04 pm
    [patchwolf]
    Actual Play: Paradise Lost
    Previous Entry: http://community.livejournal.com/werewolftf/32949.html
    Start: http://community.livejournal.com/werewolftf/32949.html

    Chapter 1: Messiah in the Asylum
    Act 1: There's a chill in the air...
    Scene 1: Group Therapy


    The scene opens with a new patient, Tom, brought to the Adult Ward. Mikayla checked him in, and then went to get the medicines ready for dispensing after the Group Therapy session was over. While she was there, she engaged in a little unauthorised experimentation by deliberately mis-dosing the patients for her own amusement, losing her first Morality point in her first activity as a character -- I think this is where I started to have my doubts about her long-term survival as a player-character, but I decided to have faith in the rules to mete their own justice.

    Tom was escorted to the already in session Group Therapy, where Kendra and Mark are participating. Tom was cold, almost menacing, and certainly uncooperative. Dr. St. Clair, leading the session, wasted no time in banishing him to the Quiet Room, a decision Kendra took issue with, to little avail.

    With Dr St Clair escorting Tom to the Quiet Room, Mark was rattled by an unseen presence, and took the opportunity for a quick smoke. He witnessed a horrifying visitation in the reflection from the glass windows. It was a horrific face, with pale white skin, sallow sunken cheeks, milky white eyes behind a shank of flat black hair, and completely unattached to any body. Think of any Japanese ghost -- such as Kayako Saeki from The Grudge or Sadako from Ringu and you'll have the idea.

    Meanwhile, Miguel went to open the gym for the youth ward’s scheduled gym time, but no one arrived. Nathan also noticed something unusual with one of his younger patients – in truth, she wasn’t his patient, but he was covering for the hospital administrator, who was off-site attending to another matter.

    Mikayla was instructed by Dr St Clair to keep an eye on Tom, who had been placed in the Quiet Room. But she wasn’t there long before Bea, the head nurse, took her aside for a dressing down over a home-brewed notation system for the medicine dispensal -- in reality her cover for the medical dosing. Mikayla was being relieved of that duty while the youth ward was under lockdown. I didn't really want to deal with the effects of misdosing patients as a storyteller, so I manipulated events to ensure the character didn't have the opportunity. Of course, there's a story-related reason behind the reassignment of duties as well.

    Nathan decided to check up on the youth ward, only discover for himself the ward’s lockdown.

    After Group, Kendra and Mark headed toward the common room of the adult ward, but after feeling the presence again, Mark decided to go back to bed and lie down. Hearing a hissing sound all throughout the room, Mark fell asleep with the lights on, cowering in a chair.

    Kendra, Mikayla, Nathan, and Miguel, all in proximally the same place, noticed the maintenance cart as it headed into the youth ward. The smell of pot-pourri was too strong around the cart.

    The scene closed with Kendra detecting the scent of lavender and roses, and Nathan hearing his dead father’s voice imploring him to do something.

    In the following scene, we ramp up Mark's imminent first change, and more weirdness happens...

    Next Entry: (coming soon)
    Saturday, June 9th, 2007
    9:42 am
    [innocent_man]
    Silence of Time Update
    Last session, the pack discovered that the Mother was in the Schuylkill River. This session, they started talking about how to get to her. Dept charges sound good and Zeke could probably build them, but that would require better explosives than he currently has. They also needed a boat. Calls were made - Don, who suggested Gilelli (federal agent and all), but Scylla decided she'd rather trust a vampire than a crow-Host. Darlington didn't have a boat handy, but agreed to get them the dynamite they wanted.

    Reese, meanwhile, went out to Stalker's tree and asked if he was planning on telling the others about his little dinner date not too long ago. Stalker was noncommittal (call it being "catlike"), and Reese got annoyed - he lost Harmony, and so didn't think he'd done anything wrong. Stalker reminded him about the Oath he'd taken to Fenris-Ur and Mother Luna; Reese said what he'd done was necessary. There were some veiled threats exchanged, and Reese finally left. Good scene. :)

    That night, Scylla, Reese and Fletcher went down to the Marina. Zeke stayed home waiting for Darlington to call back about the stuff, and Phil and Gordon went shopping for spearguns. At the Marina, they spotted a house boat (up out of the water; remember it is March) with a Blood Talon logo on the side. Reese scaled the little fence around it, and then a werewolf came out of nowhere in Dalu form and stepped on his leg sideways, fracturing it. Reese responded with a punch in the unmentionables, and Scylla recognized the werewolf: Mike Ladon, the Blood Talon Rahu from this story.

    Mike asked Reese why he hadn't come to find him, since he thought Reese wanted to be a Crusader. Reese said that the Lodge of Swords wouldn't be a good fit after all. Mike took them in for beers and listened to their stories. He'd bought the house-boat at almost nothing, but that was because it was a fixer-upper. Wouldn't currently float. Of course, with a call to Zeke and the others...

    Zeke figured it would take a few days' work, and made a list of stuff they needed. They snuck down to the Marina repair yard and broke in while Reese and Gordon stood guard.

    Reese heard whistling and saw a rent-a-cop coming. He crept up behind him, subdued him and tied him up, ignoring the rumbling in his stomach. He told the cop to stay put and be good, but the cop wouldn't answer, so he knocked him out to make sure.

    The characters got to work. I had them make the rolls to fix the boat last time, so that next time they can just head out to sea (to see what? The Mother, that's what!). Took about 3 days, so when we come back it'll be 3/24/05, the first night of the full moon.
    Saturday, June 2nd, 2007
    10:30 am
    [innocent_man]
    Silence of Time Update
    Last session, the characters discovered that the Mother was on the move. The initial plan was to chase her then, but since Scylla had learned that the world wasn't in immediate danger of destruction, they decided to take the rest of the night, get some sleep, bury the dead, and pick this up the next night.

    Max Roman told Scylla that he needed to get home - he had a company to run, but he'd see if any of the other packs in the Denver area wanted to help out.

    The pack decided that by using a "thumper" (device that fires a shotgun round into the ground and sends data on the composition of the local matter to a computer imager; they use on in Jurassic Park to find bones) they might at least find out where the Mother was going. They wound up with two - Zeke called up a construction guy that the knew from working on the Mummer's Parade, who offered to let him use one in exchange for doing some work for him. Phil filled out a request at the museum and between Wise Lost and Fletcher, the request got bumped to the top of the pile.

    Gordon, meanwhile, figuring that they'd need to be moving some earth sometime soon, went to a quarry and attracted the attention of an earth elemental. He asked for the secret of moving earth, and the elemental said that it was just a matter of making the earth move on the werewolf's timescale. After all, when you measure life in millenia, things move pretty slow. It then buried Gordon alive and made him get out by using his new Gift, Command Earth (like Command Fire, but earth).

    That night, the packs reconvened and they did some thumping. They found that she'd tunnel away and headed west. Fletcher noted that there were some earth elementals there that were getting settled again, so he asked them where the creature had gone. They were initially resistant, but when he told them that this creature was going to make more shapeshifters - and these much worse than the Uratha, it told him. The Mother is nestled in the bottom of the Schuylkill River. That river, by the way, serves as the drinking water for the greater Philly area, and it empties into Delaware Bay.

    The pack is now faced with the problem of surviving - and fighting - underwater against creatures born there. But that's next time.
    Tuesday, May 22nd, 2007
    10:30 am
    [innocent_man]
    Werewolf One Shot: The Mother Road
    I'm running this at Origins and GenCon, so if you're going to play there you might want to skip this. )
    Sunday, May 20th, 2007
    6:27 pm
    [the_chaos_opera]
    First Session report
    I mentioned this on good ol' White Wolf online, but I wanted to grant my sole player a little extra cred by posting it here too. This is my first session in hopefully a long werewolf story arc. The first arc is going to be the character transforming and getting acclimated to all things werewolf - we'll be playing through it instead of sweeping it under the rug with "Oh, I've been a werewolf for X years now, yeah, that first change was teh bitch." In another long running one on one chronicle I did for Mage the Ascension (five years running with just one player) this approach usually turns out to be the most rewarding.
    Here's our first night...
    -------------------------------------
    Tonight we launched my Werewolf Chronicle. I started with just one player when she was 16 and a babysitter.
    -----------------------
    11 year old Samantha Stratten doesn't want to go to bed. Come to think of it, she doesn't want to live in her house at all. Exhausting all the youthful tricks she has to avoid going to sleep, she eventually succumbs to her charismatic babysitter (the player character, Miranda Strong) and goes to bed. As she drifts off to sleep, she tells Miranda that the empty house nearby is haunted and it scares her a lot. She talks of a person who hung themself there, of a husband that chopped up his wife, how animals that go near the house never come back...but she doesn't know if any of these stories are true, it's just what her classmates say.
    Miranda goes downstairs to watch a movie. After about half an hour, there's a heavy knock on her door.

    When she looks out the peephole, there's no one there.

    She waits, checks the peephole again, and there's the knock. Three times, sharply.

    She checks out the living room window and the peephole. No one there.

    Knock. Knock. Knock.

    This time, there's an answer on the back door: knock. Knock. Knock.

    Miranda, genuinely freaked now, goes upstairs. The door to Samantha's room is closed. The closet light that Samantha wanted left on is off.

    She opens the door and tries the light.

    Nothing.

    Knock, knock, knock. Knock knock knock.

    She walks into the room and the door shuts behind her. There's the sound of a rocking chair in the corner that stops. Something with eyes that shine like a cat's in the dark looks up. It has grayish white skin and matted black hair, and its dressed in black. It's holding Samantha close. As Miranda's eyes adjust to the dark, it lowers Samantha's neck from its fangs and says in a honey sweet, playful voice, "Is your name Candy? You look like candy to me."

    It stands up and lowers Samantha to the ground with little care. "Let's play games. I haven't played games in a long time. It'll be like chutes and ladders, only no fun for you. You want Samantha safe, you come and get her. I'll take her to play across the street. You come and get her. If you call anyone or tell anyone, I'll rip out her guts and hang her from a noose of her own intestines. Right on the front porch."

    With this, he vanishes into the night with Samantha through an open window.

    Miranda, in a certifiable panic (her player was really in the moment, we sold each other the horror of the situation gorgeously) grabs a flashlight and an aluminum bat and sets off across the street.

    Scoping the house is harrowing. Things move on the walls in the shape of human beings in agony. The ghost of a man who hung himself in the living room sways back and forth, then looks at her with an eyeless face and screams in mute silence. The walls are moldy and the carpet threadbare, and no lights exist. She hears whispers here and there and all around.

    When she braves the second floor of the house, she hears a nasty whisper mock her by repeating everything she says. She opens a door on the far side and sees that the floor is gone; it's a straight fall into the basement and its dirt floor. Samantha is huddled in the corner.

    She works her way down to the basement door and eases down the creaky steps. She taps the dirt with the baseball bat until something grabs the bat and snatches it underneath. She tiptoes along the walls towards Samantha (awesome rolls on her part for this), then persuades the terrified girl to come back home with her, though she is a bit drained of blood.

    As she edges back to the way out, three shaps move in the sand and eventually emerge. Three more creatures like the earlier one, but one is a gal. None of them are any prettier than the first. She dashes to the stairs and almost makes it up when the original creature confronts her at the top.

    "Let me out!" Miranda shouts. "I won, I got her, we can leave!"

    "That's not the game we're playing. You changed the rules," the thing tells her. "I never said that's how you win."

    The female creature than looks startled, and whispers something to the other two with her. They back away from Miranda cautiously and wide eyed.

    The one at the top of the stairs asks them, "What? What's the problem?"

    They say something to him in a strange language. He suddenly looks at Miranda with naked horror and backs away from her.

    Miranda charges up the stairs and muscles the creature out of the way (four successes versus the creature's zero.) The creature, now in a panic from being near Miranda, scuttles up the wall and onto the ceiling, where it snarls at her from the roof.

    Mirands runs outside. The girl creature is there. "Keep our secret, we'll keep yours," she warns. "There are those unkind in mind to what you are. We'll be quiet for silence's sake."

    "What do you mean? Leave me alone!" Miranda runs past.

    When mom and dad come home, they're oblivious to the life or death struggle that occured. As Miranda is picked up from her babysitting job by her family, she sees dark shapes watching her warily from the house.

    Two weeks later, Samantha's family disappears, apparently having moved in the middle of the night. The mysterious house burned to the ground.
    ------------------------------
    This session really went well. Miranda's player responded with real horror and intensity to the situation she was in. I was happy to run a horror game that really was a horror game.

    She even asked, "But, they can't come into the house unless you invite them, right?" And I said, "I don't know, can they?" I told her the less she knew about the WoD, the stronger an experience she was going to have, and she was enthusiastic about that.

    Naturally, these were vampires, a bloodline I've had in mind for a bit. The house was their haven and they shared it with a suicide ghost. THe gal among their group actually sensed that Miranda was a werewolf that hadn't gone through the first change (this was a necessary plot point so Miranda didn't die in the prologue, and part of certain story elements later).

    As for what happened to Samantha and her family in the aftermath...who knows.

    More to come. Weds we fast forward to the present day, and the traumas that bring Miranda's first full change.

    C.T.
    Thursday, May 17th, 2007
    4:21 pm
    [patchwolf]
    Actual Play: Paradise Lost
    I figured I'd contribute back to this community a bit, after reading [info]innocent_man's excellent Silence of Time updates for so long...

    First off, a caveat: this game is not played out face-to-face. It's played over email, which means that it stretches on and on, and there will be a very long set of delays between updates. The game's been running since June 2006 under a tight schedule of weekly posts, and we're only into Scene 1 of Act 2.

    Previous Entry: (none)
    Start: This Entry

    So, on to the nitty gritty:

    Setting: The game, as you might guess from the title of this post, is called Paradise Lost, and it's based in the fictional Oregonian town of Paradise Falls. It's a smallish coastal town, but only has one or two beaches to claim – just shy of qualifying as a real city in the opinions of most people. Technically, it is a full city with a population fluctuating around the 100,000 mark, and governed by a Mayor and a City Council. It’s large enough to have every major form of transport available (airport, train yard, bus station, harbour), although no single one of them is frequently used, and the airport and train yard/station are so far outside of town as to be still be considered “out of town.” There’s a harbour on the southwestern edge of town, with a shipping yard close by. The shipping companies typically transport containers from the harbour to the rail station in by truck. Way across town is the rail yard. It's mostly for freight rail, but there’s also a single passenger station.

    Downtown used to be in the actual center of town, but due to expansion, it’s now closer to the harbour than anywhere else. St Luke’s Hospital is close to downtown, but it situated more centrally. The single police station is also close to the hospital. It’s full of shops and cafés, as the city tries to mimic the larger affluent cities of Southern California, with mixed success. There’s one Starbucks occupying the prominent position near the cinemas (which shows latest blockbusters on four or five screens), and a bunch of smaller coffee shops mingled among the retail outlets.

    The freeway passes by the town on the southeastern edge, basically limiting expansion. Not too many people want to live close to the freeway.

    There’s an airport outside of town on the northwestern corner – far enough to avoid aircraft noise, but not too far to be an inconvenience to any of the residents who might want to travel.

    Paradise Falls boasts one large police station, one four-year university, and three high schools. The only other detail I’ve got mapped in my head is St. Luke’s Hospital – and for some reason, it has the best trauma doctors in the nation, with comparable experience to battlefield medical technicians in a war zone. Their bed-side manner can be a bit lacking, mind you.

    The rest is residential. Oh, and in case you're wondering, there *is* a waterfall but it doesn't really feature too prominently in the story. Not yet, anyway. I figure a waterfall is a good place for something significant later on, and the game pace is slow enough that I have time to come up with what that is.

    One of my initial players (who has since dropped off the face of the earth) came up with a pretty good map for the town, and we've taken that and built it into something bigger and better.

    Theme and Mood: I don't really have a defined theme and mood for the entire chronicle yet. I'm hoping one can emerge naturally through the way the game is played.

    Dramatis Personae:

    We started with 5 players. My only requirement during character creation was that they all had to be connected in some major way, to a mental hospital -- some reason to spend the majority of their waking hours there, because this is where the first chapter would be set. We ended up with the following:

    Kendra's a patient at the hospital, trying to deal with the death of her psycho brother. Gary was an honest-to-god serial killer. He'd hire prostitutes, strangle them, stuff their mouths with Lavender, and dump the bodies in the river. He was caught and jailed, but escaped and attacked Kendra. In self-defense, she killed him, but the damage was done. Kendra had always been close to her family, and she couldn't deal with the fact that she killed her own brother.

    There's Mikayla, too. She's a psychology student interning at the hospital, although I'm not so sure she shouldn't be a patient, too. She's a real machiavellian sort. I think it comes from the fact that player normally plays Vampire, which has a totally different social dynamic to Werewolf. I had some reservations about this character, but I decided to have some faith in the game system mechanics and the player and see what happens.

    Which brings us to Mark. He's a gay artist suffering from delusions of grandeur, although he wouldn't see it that way. The boy thinks he can read people's thoughts or intentions. He's got a pretty high empathy though, so we're playing it off as that skill. Mark's player dropped off the game only a few weeks in, but I had [info]anivair come on board who was willing to adopt Mark. That's worked out better than I'd hoped.

    Miguel is up next. Miguel's player is from Brazil, so his English isn't perfect, but he's one of the most eager players I've ever had. Sometimes a bit TOO eager, but that's hardly a fault now, is it? Anyway, back to Miguel. He's a juvenile delinquent serving community service at the hospital for petty theft. Mostly janitorial stuff, but the head janitor didn't want anything to do with him, so he's been pawned off to the security guard. Technically he would have been guilty of Felony Theft, but he rolled on the gang he'd been running the money for, and cut a deal.

    Nathan is a doctor on staff at the hospital. He's lived in his father's shadow for a long time -- which is why Nathan's at the psyche hospital despite being a neurosurgeon. But lately he's started seeing his father's ghost, which has got people talking....

    Aurelio was a late addition to the game. He's an immigrant labourer from Panama. In Panama, he was a university student when he witnessed a woman being beaten. The normally quiet Aurelio snapped and killed them all. He had tried to get on with his life as before, but the event haunted him. He eventually tried to commit suicide. Failing, he headed north -- way north, and wound up in Paradise Falls, working as a gardener for one of the Paradise Falls elite families. But you can't escape your past by running, and he tried to commit suicide again. This time, he was admitted to the hospital, with the bill quietly paid for by the family he worked for.

    I think that's enough for now. Next week, I'll run through the events of the first scene.

    Oh, and this started out as a mortal game... but with the knowledge that they will all become werewolves at some point.

    Next Entry: http://community.livejournal.com/werewolftf/34172.html
    Sunday, May 6th, 2007
    4:56 pm
    [innocent_man]
    Silence of Time Update
    Last session, the characters had been attacked by some mutated werewolves, some Nihar and some vicious unnamed creatures. After quickly throwing the bodies in a dumpster (Fletcher looked across the Gauntlet and saw a neighborhood-spirit keeping the characters masked from passers-by, but he was having a hard time of it), they regrouped with the other packs and found that not everyone had got off as easy as them.

    The dead: Smoker from the Scar Angels. Paige and Barney from the Lodge of Harmony pack. Hattie and Salazar from Don's pack. And, yes, Emily and Caeser had been among the attackers. Obviously the creatures were using tactics, but Reese felt that they needed to strike at the hive now. So Fletcher called Susan (a Thyrsus mage, remember) and she did what she could to help, namely healing some of the wounded. Scylla took the werewolves outside and howled to Luna for assistance, and She graced them with a bit of Essence. Reese...well, Reese took it a step further.

    He called Darlington, the vampire sometimes called (by the pack) Mr. Mysterious, and asked for a live human being and no questions asked. Darlington arranged for one to be waiting behind the club that he lurks in, and Reese...filled his Essence pool (and lost a dot of Harmony).

    The packs marched on the spirit-sewers, and found the hive...empty. All that remained was the shells of the once-enveloped Nihar on the wall. Scylla used Echo Dream to look back, and saw the werewolves there being mutated and changed into...whatever they were when they attacked the others. She also noticed a lot of roach-spirits being sucked into their bodies. The pack put two and two together and figured that the Mother just didn't need the Nihar or the werewolves anymore. Aharnuz had been jealous of Luna for what She shared with the Uratha, and wanted to make her own race of shapeshifters. Looks like she may have figured out how to do it.

    But after some more investigation, the pack found that Aharnuz itself was in the material world, but had burrowed into the ground. Where to? Time will tell.
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