Announcement

Collapse
No announcement yet.

The Wolf Age, my WtF Dark Ages Campaign

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • The Wolf Age, my WtF Dark Ages Campaign

    I thought I would share the campaign guide I wrote for my game. I wanted to run a Werewolf game where the Uratha were not just apex predators, but also the top of the social order. They operate in the open, not in secret. In my game set in Scandinavia in the 10th century, the Uratha and the wolfblooded are the lords and nobles of North and family is as important or more important than tribe. The players are kinsmen of the recently murdered Uratha King of Denmark, Harald Darkfang. As part of character creation each player chooses who their parents are and who their family is.

    Also, I have re-imagined the cosmology of the Chronicles of Darkness to fit the Norse view of the world.

    When King Harald’s illegitimate son kills him in battle, breaks the Oath of the Moon, and seizes the throne in 985 AD his death ends a magical pact with an ancient force that was protecting the Danes for three generations. Now that force leads the Pure to free Fenrir, the Wolf Father, from his Underworld prison and bring about Ragnarok.
    THE WOLF AGE


  • #2
    Here are some merits and rites I made for the game.


    NEW MERITS
    FIEF (• TO •••••)
    Prerequisite: Status (Your nation or tribe) •+ and Fame (Your nation or tribe) •+
    Effect: Your pack’s territory encompasses a tribal fief. You are the fief’s recognized lord. This fief usually consists of several homesteads, couple of small villages and/or a market town.
    You gain a vassal, known as a thane that manages the affairs of your fief. Your thane counts as Retainer equal to your dots in the Fief merit for all issues dealing with your fief. The thane will not leave the fief or help you deal with anything not related to the fief’s business.
    In addition, once per game session, you can access a number of Merit dots equal to your Fief Merit dots. These Merits can be split however you wish between Allies, Contacts, Resources, Retainers, Safe Place or Staff. These Merits must make sense within the scope of the fief.
    Drawback:Your pack is responsible for protecting your fief and providing it with law and order.

    WARBAND (• TO •••••)
    Prerequisites: Resources ••+ or Fief •+
    Effect:Your character has a company of vikings at his disposal. This band provides a pool of dice equal to dots in this merit to assist in any manual labor, sailing or combat teamwork actions.
    Drawback: Warbands are not usually available except in Summer. Travelling with a warband usually results in negative social impressions by anyone not familiar with you.



    NEW WOLF RITES
    BLÓTA (••)
    This ritual is a blood sacrifice meant to feed spirits, werewolves or improve a locus with essence. To feed a spirit the blood sacrifice is collected and burnt before the spirit that needs to be feed. To feed a locus the blood sacrifice is poured onto the locus and to feed a Uratha the blood sacrifice is painted onto their skin. This rite must be done under the ritemaster’s auspice moon.
    Symbols: Blood, sacrifice, singing, mead, auspice moon.
    Sample Rite: The Bone Shadow ritually slaughters a horse over the the local horgar while singing to Freya under her auspice moon. The blood is collected in a basin and then mixed with mead. The basin is then set before the spirit totem of the pack and then burnt with incense.
    Cost: 1 Essence sacrificed per essence gained.
    Action: Extended (10 successes; each roll represents 10 minutes).
    Duration: Instant
    Success:An animal is sacrificed. An amount of essence equal to the Health boxes of the animal sacrificed is received by the target(s) of the ritual.


    TIÖSNUBLÓT (••)
    A ritual performed to seal the agreed upon terms of how a holmgang is conducted. It requires both participants to make an oath to agree to the terms and then perform a ritual cut on their body and then sprinkle the blood on the arena.
    Symbols:Blood, cutting, knife,
    Sample Rite: The Blood Talon and his opponent agree to the victory conditions of the holmgang and where it will take place and what the boundaries of the combat are. He then pulls out a ritual knife and cuts his hand, then hands the bloody knife to his opponent who also cuts his hand. They then squeeze several drops of their blood on the the ground where the holmgang is to take place.
    Action: Extended (10 successes; each roll represents 1 minute).
    Duration: Until the end of the holmgang.
    Success:Each participant takes a point of aggravated damage. When a holmgang is won the victor heals the point of aggravated damage instantly and a spiritual brand appears on him denoting his victory. If one participant violates the rules of the holmgang he receives a spiritual brand marking him as an oath breaker.
    In addition, if a participant goes into Garou form during the combat, they are unable to leave the boundaries of the holmgang, unless they can make a Resolve + Composure roll at -2. If they fail they may not try to leave again for one minute.
    If the holmgang also takes place within the glade of a sacred grove, the -2 penalty to violent rolls is temporarily negated.

    Last edited by Jeremysbrain; 03-03-2018, 03:39 AM.

    Comment


    • #3
      You read Wolf & Raven - Dark Eras setting material for Norse Werewolf in 8th to 11th century, yes? It's that setting states Fenrir as literal Fenris-Ur, Firstborn of Blood Talons. More of Fenris & Norse ( free unofficially ) stuff is from Acrozantarim, one of writers of Wolf & Raven itself. And yes, in W&R you have Bloat rituals also. And many, many more stuff.


      My stuff for Scion 2E, Dark Eras, VtR 2E, WtF 2E, MtAw 2E & BtP
      LGBT+ in CoD games

      Comment


      • #4
        Originally posted by wyrdhamster View Post
        You read http://www.drivethrurpg.com/product/210621/Dark-Eras-The-Wolf-and-the-Raven-Werewolf-the-Forsaken-Geist-the-SinEaters"]Wolf & Raven[/URL] - Dark Eras setting material for Norse Werewolf in 8th to 11th century, yes? It's that setting states Fenrir as literal Fenris-Ur, Firstborn of Blood Talons. http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/werewolf-the-forsaken/1031595-dark-eras-the-fall-of-fenris"]More of Fenris & Norse ( free unofficially ) stuff [/URL] is from Acrozantarim, one of writers of Wolf & Raven itself. And yes, in W&R you have Bloat rituals also. And many, many more stuff.
        Yes. I have that. It inspired me and I have incorporated some of it into my game. But I take things further, making the Uratha the rulers and leaders of the Vikings.

        Sigrblot is just one of several blot rituals.

        Of course my plot doesn't make since if Fenris-Ur is Fenrir of Norse legend. So now Father Wolf is Fenrir. Fenris-Ur is still Fenris-Ur, First Born founder of the Blood Talons.

        Comment


        • #5
          Another New Merit

          SACRED GROVE (••)
          Prerequisites: Dedicated Locus ••+
          Effect: You have created a holy place, a ritual ring of trees, adjacent to a hogar with a Dedicated Locus in an isolated location. Through a series of monthly rituals conducted over the span of a year the grove has turned into a spiritual Glade, in addition the zone of influence of the Dedicated Locus extends to the Sacred Glade. The locus and grove must not be within a Safe Place and must not be within sight of habitation. Anyone inside the Sacred Grove gains the benefits of being in a Glade and any rites performed there gain a +2 die bonus.
          Drawback:The Sacred Grove is a place of nature and serenity and must be left undisturbed except when used for rituals, ceremonies, holmgang or when it requires upkeep. The wood and fruit of the trees in a Sacred Grove may only be used in rituals. Once a season the pack must gather to perform a ritual to honor the Sacred Grove in order to maintain it. This ritual requires the pack to give a number of essence to the Sacred Grove equal to twice the dots of the Dedicated Locus.
          Most packs will leave someone or thing to guard the Sacred Grove to ensure no one steals from it or trodes through it. If the Sacred Grove is violated, damaged or destroyed, the dots in this merit can be temporarily or permanently lost. This acts like and has the same effect as a ban on the pack. Violating, damaging or destroying one of these holy places is seen as a violation of the Oath of the Moon and is a Breaking Point towards flesh.

          Comment


          • #6
            Originally posted by Jeremysbrain View Post
            Another New Merit

            SACRED GROVE(••)
            Prerequisites: Dedicated Locus ••+
            Effect: You have created a holy place, a ritual ring of trees, adjacent to a hogar with a Dedicated Locus in an isolated location. Through a series of monthly rituals conducted over the span of a year the grove has turned into a spiritual Glade, in addition the zone of influence of the Dedicated Locus extends to the Sacred Glade. The locus and grove must not be within a Safe Place and must not be within sight of habitation. Anyone inside the Sacred Grove gains the benefits of being in a Glade and any rites performed there gain a +2 die bonus.
            Drawback: The Sacred Grove is a place of nature and serenity and must be left undisturbed except when used for rituals, ceremonies, holmgang or when it requires upkeep. The wood and fruit of the trees in a Sacred Grove may only be used in rituals. Once a season the pack must gather to perform a ritual to honor the Sacred Grove in order to maintain it. This ritual requires the pack to give a number of essence to the Sacred Grove equal to twice the dots of the Dedicated Locus.
            Most packs will leave someone or thing to guard the Sacred Grove to ensure no one steals from it or trodes through it. If the Sacred Grove is violated, damaged or destroyed, the dots in this merit can be temporarily or permanently lost. This acts like and has the same effect as a ban on the pack. Violating, damaging or destroying one of these holy places is seen as a violation of the Oath of the Moon and is a Breaking Point towards flesh.
            Bolded element is incompatible with Dedicated Locus, which requires Safe Place dots equal to or above its own rating.


            Resident Sanguinary Analyst
            Currently Consuming: Changeling: the Lost 1e

            Comment


            • #7
              Originally posted by Satchel View Post

              Bolded element is incompatible with Dedicated Locus, which requires Safe Place dots equal to or above its own rating.
              Well then not in the 10th Century, unless you can have a Safe Place that isn't a building. That is the important part, that their can't be any buildings or enclosures in sight of the Grove. The dedicated locus itself is a cairn. Both are created in an area of wilderness. But the merit's description makes it sounds like it has to be a building, cave or other enclosed area, if that is the case then I will be waiving that prereq or replacing it with something else.

              Comment


              • #8
                Iconoclasm is one of the themes of conflict in this campaign and the Sacred Groves are a focus of that conflict. As Christianity spreads to the North, Iconoclasts want to see the Groves destroyed as symbols of paganism, while the Uratha need the Groves to help insure Order in their society.

                Comment


                • #9
                  Originally posted by Jeremysbrain View Post
                  Well then not in the 10th Century, unless you can have a Safe Place that isn't a building. That is the important part, that their can't be any buildings or enclosures in sight of the Grove. The dedicated locus itself is a cairn. Both are created in an area of wilderness. But the merit's description makes it sounds like it has to be a building, cave or other enclosed area, if that is the case then I will be waiving that prereq or replacing it with something else.
                  It's a sacred grove in an isolated location. That's pretty much by definition a Safe Place, which is a Merit whose dot rating entirely represents how secure the location is. You may need to call upon rituals or other spiritual bargains to ensure that a stretch of woods goes unprofaned without setting up lookouts and other guardians, but "grove of trees guarded by part of your pack" is within spec for "place you can go to feel secure."


                  Resident Sanguinary Analyst
                  Currently Consuming: Changeling: the Lost 1e

                  Comment


                  • #10
                    Originally posted by Satchel View Post
                    It's a sacred grove in an isolated location. That's pretty much by definition a Safe Place, which is a Merit whose dot rating entirely represents how secure the location is. You may need to call upon rituals or other spiritual bargains to ensure that a stretch of woods goes unprofaned without setting up lookouts and other guardians, but "grove of trees guarded by part of your pack" is within spec for "place you can go to feel secure."

                    Okay, thanks for the clarification, that makes sense. I will strike that line from the record.

                    Comment


                    • #11
                      Some Viking themed lodges coming up.
                      Lodge of the Raven King
                      Munins, Rooks

                      The Allfather uses the great raven spirit Munin as a spy and messenger. In turn Munin has become the patron of a lodge of Uratha with similar goals as he. The Lodge of the Raven King, named in honor of Odin, is a lodge of spies and information brokers. They hunt secrets in the same way other Uratha hunt spirits.


                      Many Jarls and packs have a need to find obscure arcane information or to gather intelligence about the more difficult prey they hunt and often they turn to the Lodge of the Raven King for assistance. For their assistance they require a fee, usually in favors or services.


                      Members of the lodge often employ raven and raven spirits to act as spies and messengers.


                      Totem: Munin the Messenger
                      Munin is a spirit of spying and subterfuge, while his brother Hugin is a spirit of scouting and pathfinding. Everyday Odin sends Munin out to travel the Nine Worlds to spy on the other Aesir, Vanir and jotunn and report back on their activities. Odin always rewards him upon his return.


                      Bonds
                      Blessing: When she spends Willpower to add dice to a Larceny, Stealth, Politics, Persuasion or Subterfuge skills while seeking information, the Lodge member gains the rote quality on that roll.
                      Aspiration: To discover a secret about a person in power.
                      Ban: Never give up information you discovered for free.


                      Sacred Hunt
                      The Lodge Sacred Hunt allows you to track the information you hunt by “scent” using your human or wolf senses. Using Wits+Primal Urge you can sense if someone (or thing) knows the information you hunt or has been in contact with it or if the information is nearby (within a few hundred feet).

                      TOOLS
                      The Lodge of the Raven Kings have access to the Lodge Connections and Lodge Sorcery merits.


                      Raven Network (Wolf Rite ●●)
                      The Lodge of the Raven Kings can pass messages along a network of ravens and raven spirits.
                      Symbols: Raven, blood, scent, carrion
                      Sample Rite: The ritemaster lites incense and then lays out a dead rodent. He then cuts his hand and dops blood blood on the rodent. A raven arrives and begins eating the rodent. As the raven eats, the ritemaster whispers the message to the raven. The raven then flies off. (Persuasion+Animal Ken)
                      Action: Extended (10 successes; each roll represents 1 minutes)
                      Success: The ritemaster sends a message of 30 words or less. The ritemaster can send the message to 6 people or less, either the 6 nearest members of the Lodge, who don’t have to be named, or 6 named individuals. The message is passed along a network of ravens and raven spirits until it reaches its targets. There is no limit to the range of this rite but each message disseminates at about 100 miles per hour. When a raven carrying the message arrives at its target it will whisper the message in the recipient’s ear.

                      Raven Friend (Merit ●)
                      Prerequisite: Beast Talker gift or Animal Speech (Raven) ● and Animal Ken ●
                      Effect: You gain +2 dice on any interactions with ravens and raven spirits, including when using rites or gifts.

                      Comment


                      • #12
                        The Saerbanar
                        Sea Slayers, Sea Wolves, Wave Hunters

                        Rán a spirit of the sea has a never ending hunger for flesh and blood. She casts her claws, nets and waves to catch sailor and monster alike. She casts ships around in hopes an easy prey will fall overboard, making herself a danger to man and Uratha alike.


                        The Saerbanar are a lodge that have made a pact with Rán, they will hunt and feed her the most fearsome monsters and spirits of the depths satisfying her hunger and in return she will give Norse safe passage across the seas. So twice a year Saerbani across Scandinavia gather in their ships on the East Sea, the German Sea, the Hyperborean Sea and even the great Aegirian Ocean and hunt the children of her most hated enemy, Hafgufa: sharks, whales, leviathans, aspidochelone, lyngbakr and kraken.


                        Totem: Rán, Hunter in the Waves
                        Rán is the malavont and hated wife of Aegir, god of the sea. She hungers for flesh and any sailor who falls overboard gets pulled down into the depths where she feeds on them. She creates rough seas and waves in hopes of capsizing the longships of Norse to feed herself. She hungers, but the Norse are just easy targets, what she really craves are the children of Hafgufa, mother of sea monsters.


                        Bonds
                        Blessing: A Saerbanar can swim at full speed in water and they add their Athletics and Primal Urge to their Stamina to determine how long they can survive underwater before drowning.
                        Aspiration: Hunt the children of Hafgufa.
                        Ban: You must provide an offering to Rán once a season.


                        Sacred Hunt
                        The sacred hunt of the Saerbanar allow you to sense and track your prey through water. Your senses, human, wolf and spirit have perfect clarity while underwater.


                        Tools
                        The Saerbanar have access to the Lodge Connections, Lodge Armory and Lodge Sorcery Merits.


                        Rite of the Orka (Pack Rite ●●●)
                        The Saerbanar conveys the blessings of Rán on his pack mates and empowers them to follow him in his hunt.
                        Symbols: sea water, sharks
                        Sample Rite: While on a boat at sea or standing in waist deep sea water, the ritemaster places a necklace of orka teeth on each of his packmates then he passes a bowl of orka fin soup around that each member drinks from. (Presence+Occult)
                        Action: Extended (10 successes; each roll represents 1 minute)
                        Duration: Until Next Sunrise
                        Success: Any Uratha participating gain the ability to move full speed while swimming and diving and they are able to run on the surface of the water, as long as they don’t stop moving. While underwater each Uratha adds his Athletics and Primal Urge to their Stamina to determine how long they can survive before drowning. They may spend a point of essence to extend the amount of time they can last underwater by 2 turns while in combat or 2 minutes while not in combat.
                        In addition Uratha participating do not take penalties while fighting in or under water.


                        Ivory Harpoon (Fetish •••)
                        Ivory Harpoons are barbed spears made from whale teeth and engraved with runes. They have a chain looped through the butt of the weapon. Saerbanar use them as both weapons and as ceremonial insturments.
                        Effect: The Ivory Harpoon is a spear that has the grapple special ability. The Saerbani gain a +2 dice bonus when using it in the Saerbanar sacred hunt rite or other rites that involve the sea or ocean or the spirits or creatures associated with them. They also gain this bonus when using the Heart of Water gift.

                        Comment


                        • #13
                          Brotherhood of Beowulf
                          War Wolves, Thor’s Wolves, Bee Hunters



                          This lodge may be one of the oldest lodges currently active. It was founded over 200 years ago by Beowulf, a legendary Uratha hero from Geatland. Beowulf was a devotee of Thor and sought to make himself worthy of Valhalla. He and his pack travelled the lands around the East Sea hunting not spirits, but monsters: wights, trolls, jotunn, draugr and other aberrations. They would come to the aid of king and karl alike, then tell their tales in mead halls across the land.


                          The current Brotherhood keeps this tradition alive travelling in the summer seeking monsters to challenge their mettle. Some do this for altruistic reasons, like defending humans from the terrors of the wilderness, while others do it to just test their limits. Whatever their reason, they are compelled to help defend the defenseless from monsters. Some take payments in return for their services, but most members of the Brotherhood find amassing wealth elusive, useless or a curse.


                          Totem: Breca the Brave
                          Breca, a spirit of bravery and a member of Thor’s court, was the totem spirit of Beowulf’s pack. When Beowulf first met Breca, the spirit provoked the Uratha into a series of dangerous challenges which culminated in Beowulf having to fight off a series of monsters. When Beowulf succeeded Breca agreed to become his totem. Upon Beowulf’s death his pack and Breca continued his traditions, eventually growing into a lodge.


                          Bonds
                          Blessing: A Lodge member adds 5 dice rather than 3 when spending Willpower to contest a Dread Power.
                          Aspiration: To slay monsters and tell the tale about it.
                          Ban: You must not turn down a plea for help when a monster is involved.


                          Sacred Hunt
                          While tracking or confronting a monster, the Lodge Sacred Hunt grants you the ability to sense the Potency of your prey and what the most powerful or primary Dread Power it has is. When the prey is defeated the participants gain a number of essence equal to the Potency of the monster to divide up among them.


                          Tools
                          The Brotherhood of Beowulf have access to the Lodge Connections and Lodge Armory Merits.

                          Champion (Merit ●●●)
                          Prerequisite: Call Out, Glory ●●+
                          Effect: When you confront your Sacred Hunt prey with the Call Out merit and flare your Glory Renown others participants are compelled to not interfere. Unless they are attacked first, anyone who tries to attack you or your prey must make a Resolve+Potency (or equivalent trait) contested by your Presence+Primal Urge+Glory to be able to do so.
                          If you then later discharge the Glorious condition while taking an Expression action to tell your tale you may also add your Honor Renown in automatic successes to the action.

                          Only Our Deeds Matter (Merit ●●)
                          Prerequisite: Fame ●+, Glory ●●●+ or Honor ●●●+
                          Effect: You may use your Honor or Glory renown when calculating your Defense instead of Athletics.
                          In addition, once per chapter you can add your Honor or Glory renown in dice to an Athletics, Survival, Expression, Intimidate, Persuasion or Socialize action.
                          Drawback: As members of the Brotherhood become more powerful they begin to find treasure and wealth to be a curse or burden. You may not have Resources merit higher than 2.
                          Last edited by Jeremysbrain; 03-13-2018, 07:30 PM.

                          Comment


                          • #14
                            TROLLS

                            Barrow Troll


                            These cunning brutes, also known as bridge trolls, live on the fringes of human society stealing and looting from farms, ranches and travellers. It normally subsist on livestock and wild game, but will eat anything that it kills, including humans that challenge it.

                            When a barrow troll moves into an area it makes a den in abandoned or rarely used human built dwelling or structure, especially burial mounds, dolmans, grain silos, barns, towers and bridges. Once they have made their den they are obligated to defend it and see any trespassers as invaders. They won't defend their home to the death, but if ousted they will move on to another area.

                            Unlike other trolls, a barrow troll is only as large as a large human and they are strong but lean and capable of being quick and quiet


                            Mental Attributes: Intelligence 1, Wits 4, Resolve 3
                            Physical Attributes: Strength 7, Dexterity 4, Stamina 5
                            Social Attributes: Presence 3, Manipulation 1, Composure 1
                            Mental Skills: Crafts 1
                            Physical Skills: Athletics 4, Brawl 4, Larceny 2, Stealth 3, Survival 2
                            Social Skills: Intimidation 3, Streetwise 1
                            Merits: Hardy 2, Parkour 2, Fleet of Foot 1
                            Potency: 3
                            Willpower: 7
                            Virtue: Solitude
                            Vice: Hunger
                            Aspiration: Eat in peace
                            Initiative: 4
                            Defense: 6
                            Size: 5
                            Speed: 9
                            Health: 10
                            Dread Powers: Earth Elemental, Home Ground, Wall Climb, Influence (Earth) 1
                            Bans: A bridge troll must confront anyone that enters his home while he is there and demand tribute.
                            Attacks: Claws: Damage 0L, Range melee, Dice Pool 11


                            Trow

                            The smallest of trolls, these nocturnal amphibious trolls are as large as a small human. They look like a small men with fish scaled skin and webbed hands and feet, have a head resembling a horse and always appear to be covered in kelp. They live in mud burrows in swamps, river banks and coastal waters and live mostly off of fish, but supplement their diet with the occasional human. They will often follow fishing boats around hoping to steal their nets and fish or to eat the occasional person that they lure overboard. All trow are males and require a human female to mate with, which leads them to sneaking into human villages and kidnapping women.

                            Trow are capable of speaking the local language and their voice is indistinguishable from a human’s voice. They often lay in hiding and lure people to them using their hypnotic voice, often pretending to be a person in distress.

                            Trow love music and are naturally attracted to it. If they hear someone singing or a musician playing they will be compelled to seek out the source of the music. If possible they will try to capture the person and take them back to their burrow.

                            Trow often use stolen fishing nets when trying to capture or kidnap someone.

                            Mental Attributes: Intelligence 1, Wits 3, Resolve 3
                            Physical Attributes: Strength 2, Dexterity 2, Stamina 3
                            Social Attributes: Presence 3, Manipulation 4, Composure 2
                            Mental Skills: Craft 1
                            Physical Skills: Athletics 2, Brawl 1, Stealth 3, Survival 1, Weaponry 2
                            Social Skills: Expression 1, Persuasion 2, Subterfuge 3
                            Merits: Small-Framed, Fleet of Foot 1
                            Potency: 2
                            Willpower: 8
                            Virtue: Curious
                            Vice: Hungry
                            Aspiration: To feed and reproduce. To hear beautiful music.
                            Initiative: 7
                            Defense: 5
                            Size: 4
                            Speed: 8, 12 when swimming.
                            Health: 7
                            Dread Powers: Amphibious, Hypnotic Voice, Chameleon Horror, Influence (Water) 2
                            Bans: Wont venture out in the daylight, unless underwater. Attracted to the sound of music.
                            Attack: Spear: Damage 2L, Range melee, Dice Pool 6


                            Gorgemen

                            Also known as Cragmen or Fjordmen, Gorgemen are trolls that look like wild men with a coat of fur. They are taller than the average man and have large heads and beastial features such as fangs, pointed ears and a thick mane of hair that rings their head.

                            They need and crave rare and precious metals. They have an affinity for shaping and transmuting metal and are often found wearing metal armor and bearing metal weapons. They are usually found living in caves or mines in ravines, cliffs or fjord near rivers or inlets. Unlike most trolls they can often be found living in small groups.

                            Mental Attributes: Intelligence 2, Wits 2, Resolve 2
                            Physical Attributes: Strength 5, Dexterity 2, Stamina 3
                            Social Attributes: Presence 2, Manipulation 1, Composure 2
                            Mental Skills: Craft 2
                            Physical Skills: Athletics 3 (climb), Archery 1, Brawl 1, Stealth 2, Survival 2, Weaponry 2
                            Social Skills: Intimidation 2
                            Merits: Safe Place 2, Demolisher 1, Indomitable 2
                            Potency: 2
                            Willpower: 6
                            Virtue: Greedy
                            Vice: Competitive
                            Aspiration: To find and collect precious metal and treasure.
                            Initiative: 4
                            Defense: 5
                            Size: 5
                            Speed: 8
                            Health: 8
                            Dread Powers: Influence 2 (Metal), Hunter’s Senses (Metal), Prodigious Leap
                            Bans: must never share anything
                            Attacks: Silver Battleaxe: Damage 3L, Range melee, Dice pool 7

                            Comment


                            • #15
                              Forest Troll

                              The forest troll looks giant man made of bark and moss with antlers. These monsters have a supernatural command of the forest, they can grow and shape it to their needs. They also have the ability to see the spirit world in a similar way that Uratha do.

                              A forest troll usually lives in a den at the center of a woods, where they have harvested and cultivated a locus, which they use for sustenance and to lure in prey. The forest troll, can also use this locus to cross through the gauntlet. The troll is nocturnal and will usually spend daylight hours in its den in the Shadow and then the night time in Midgard hunting.

                              The forest troll is a hunter and will hunt animal, human and spirit alike. To do this the troll shapes the woods around his den to create a confusing maze of trails that cause prey to get lost. Doing this shapes both the mortal world and the spirit world. The troll then hunts this prey using this maze to herd it to its den. It takes its time when hunting ensuring that it only strikes when conditions are favorable. The troll when ready kills the prey, feeds on it and adds some of its essence to its locus to help grow its power.

                              Mental Attributes: Intelligence 2, Wits 3, Resolve 3
                              Physical Attributes: Strength 7, Dexterity 3, Stamina 4
                              Social Attributes: Presence 3, Manipulation 2, Composure 3
                              Mental Skills: Craft 2, Occult 3
                              Physical Skills: Athletics 2, Brawl 3, Stealth 2, Survival 2, Weaponry 3
                              Social Skills: Animal Ken 2, Intimidate 2, Persuasion 2, Subterfuge 2
                              Merits: Spirit Senses, Giant, Safe Place 3, Dedicated Locus 2
                              Potency: 4
                              Willpower: 10
                              Virtue: Hunting
                              Vice: Patience
                              Aspiration: To lure prey into my den
                              Initiative: 6
                              Defense: 5
                              Size: 6
                              Speed: 12
                              Health: 11
                              Dread Powers: Armored Hide 1, Drain*, Home Ground, Influence Forest 3, Maze*, Snare*
                              *These powers are only available when the troll is on its Home Ground.
                              Bans: Won’t come out in the daylight

                              Comment

                              Working...
                              X