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====Forsaken Tribes==== =====Blood Talons===== [[File:WTFTribeBlood Talons.jpg|right|125px]] *Totem: Fenris-Ur (Destroyer Wolf) *Sacred Prey: Other Werewolves *Oath: Offer no surrender that you would not accept. (In other words, don't give someone terms of surrender that you wouldn't take in their situation. This is complicated by the fact that most Blood Talons don't like the idea of surrendering at all, and thus will offer no surrender themselves.) If the name didn't give it away, the Blood Talons are the meathead all-war violent soldiers of the Forsaken. On the more bloodthirsty end of Forsaken ideology, these guys tend toward pursuing the Hunt as some form of warlike activity. Their initiations tend to be hyper-violent, bloody affairs, they like the color red...generally speaking the more Metal of the tribes. They hunt other Werewolves as their Sacred Prey (most often the Pure, but sometimes other Forsaken that are thought to have violated the Oath of the Moon- this second part does not endear them to the other Tribes) and on the Hunt they can see another werewolf's Renown to determine how powerful they are and which faction they're a member of. Their Totem, Fenris-Ur, was renowned for his ferocity and the extreme violence he displayed in bringing down his prey. =====Bone Shadows===== [[File:WTFTribeBone Shadows.jpg|right|125px]] *Totem: Kamduis-Ur (Death Wolf) *Sacred Prey: Spirits (possibly other denizens of Twilight) *Oath: Pay each spirit in kind. (An eye for an eye, etc.) Bone Shadows are the necromancers and shamans of Werewolf society, in addition to fulfilling a role of mystic, secret-gatherer, wanderer, and everything else involving interaction with spirits. This tribe values the gathering of secrets, Shadow Lores, bans and banes that are hard to discover (weaknesses of spirits who are otherwise quite stolid), crazy rituals of power...you get the idea. This tribe hunts spirits that are being troublesome or ghosts that won't fuck off to the hereafter, and on the Hunt they can strike incorporeals with their natural weapons. Their Totem, Kamduis-Ur, was known for chasing metaphysical impossibilities and posing mind-bending questions to her children. =====Hunters in Darkness===== [[File:WTFTribeHunters In Darkness.jpg|right|150px]] *Totem: Hikaon-Ur (Black Wolf) *Sacred Prey: Hosts (See "The Many Enemies of the Uratha") *Oath: Let no sacred place in your territory be violated. (This is subjectively interpreted, but in general you should try to keep out of their territory if you haven't been specifically invited.) This tribe seems to have a thing for fear. In 1.0 they represented the more wolf/rural leaning Uratha, in 2.0 they still have a bit of a rustic thing going on but their focus has been shifted more toward the archetypes of fear, darkness, and paranoia to dissuade their victims and make them pee themselves. Their Sacred Prey as Hosts, the fragmented remains of the ancient spirits that Father Wolf fought against. Rather than detail an entire foe unique to Werewolf the Forsaken here, suffice to say on the Hunt this tribe can sense where they've either eroded or over-reinforced the wall between the Flesh and Spirit worlds. Their Totem, Hikaon-Ur, was even more obsessed with hunting than her siblings, giving her a certain purity of purpose that other Firstborn seemed to have lacked. =====Iron Masters===== [[File:WTFTribeIron Masters.jpg|right|125px]] *Totem: Sagrim-Ur (Red Wolf) *Sacred Prey: Humans (as well as Vampires and Mages when warranted) *Oath: Honor your territory in all things (Similar to the Hunters in Darkness, but with a greater focus on making your territory a better place instead of blindly defending it.) Associated primarily with Change and Adaptation rather than being the 'technological' or 'humie-focused' tribe, the Iron Masters nonetheless excel in screwing with technology and harnessing the changes that Humanity makes to the Spirit World. Consummate wolves among sheep, Iron Masters pare down the Herd when it threatens territories or spirit domains. Serial killers, slashers, dirty cops, and other Supernaturals closely associated with human society are their prey. Their Totem, Sagrim-Ur, was always asking questions, never satisfied with the way things were, and welcomed the change that came with Father Wolf's death because to him Change is all that matters. =====Storm Lords===== [[File:WTFTribeStorm Lords.jpg|right|125px]] *Totem: Skolis-Ur (Winter Wolf) *Sacred Prey: Claimed (humans/animals/werewolves possessed by spirits and mutated into fucked up hybrids) *Oath: Let nobody witness or tend to your weakness. (Never let others see your resolve falter; as a leader, this would only demoralize those who follow you.) The Alphas of Forsaken society, Storm Lords are flinty eyed commissars and merciless monsters. Forced to endure really trying ordeals involving lightning and snow and storms, their Totem's primary fetish, these wolves lead by example of being noble badasses and excelling as paragons in their roles (think Emperor's Children minus Slaanesh). The Sacred Prey of the tribe would be Claimed, horrific fusions of spirit and flesh which occurs when a spirit decides to possess a body and melds with it, gaining dangerous new powers in the process. Although not very often explored in other games, Claimed are a serious threat due to their ability to warp the Shadow in a way that suits the spirit and its meat-suit. Their Totem, Skolis-Ur, is the eldest of the Firstborn aligned with the Forsaken, and is considered to be the protector of his siblings; it is said the only time he ever showed weakness was after the death of Father Wolf.
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