Werewolf the Apocalypse|
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Below are the 20 most recent journal entries recorded in
Werewolf the Apocalypse's LiveJournal:
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|Sunday, April 28th, 2013|
Seeking a Werewolf the Apocalypse game
I am an experienced roleplayer, 28 years old, who has mostly been a DM/ST and would now like to spend some time as a player to refresh his creativity. I am willing to do just about anything in this setting but I have a tendency to favor lupus and metis; Theurges and Galliards; and the Red Talon, Stargazer, Fenrir, Fianna, Silver Fang, and Bone Gnawer tribes (odd mix, I know.)
I prefer Revised rules but I'm very flexible and willing to work with whatever the ST wants to do. I own the core book for all three editions (although I won't swear to being able to FIND them all at any given time, LOL), as well as a large collection of supplements including the player's guide, Hengeyokai, Croatan Song and Werewolf Dark Ages revised.
Please reply to this post or email me at firstname.lastname@example.org if you are running or about to start a chronicle and need a player!
|Friday, August 24th, 2012|
I get that this community is a little on the dead side, but does anyone who's a moderator pay attention?
We're getting hit by Russian spam. Bigtime.
I was fine until the free porn. I like free porn, but not at work.
|Wednesday, June 10th, 2009|
Rite of Passage
Hi there, new poster and player here. My storyteller is forming up a level 1 pack, post Rite of Passage. He's leaving it up to us to decide our own personal passage, but I have a small problem.
Being a new player, I don't know how "testing" a rite of passage should be, much less what kind of activities it should involve. My (name pending) Ragabash Uktena has a Water Spirit Heritage that I want her to discover in the RoP, but other than that I'm at a loss as to what
, exactly she should be doing. I've read through both the basic book and the Uktena Tribebook... but still could use some ideas.
Any help brainstorming would be helpful!
|Saturday, March 14th, 2009|
|Friday, February 20th, 2009|
|Thursday, February 19th, 2009|
"Sleeping Legends" Session Writeup 01 (garou_nation, wta_lj)
I decided it would be good ST practice to write up each session afterward, to review it in my head and to get input from others on how to run things better.
This is the first two sessions of 'Sleeping Legends'. If you saw my post about a chronicle involving a prophecy, legendary fetishes, two lupus being born in the same litter with different auspices, et cetera, this is that story. I hope to add more players sometime, but right now it's a one-on-one game between myself and my partner lover_of_anime
. It's only his second Werewolf game ever and the first one he's played offline. He's been running a metis Stargazer Galliard loosely modeled off himself in an online game and doing very well, but this is his first attempt to step into a similar yet separate personality. ( An Auspicious First Change, Banes, and BSD Trickery: Sessions One and TwoCollapse )
|Thursday, February 12th, 2009|
cp garou_nation, wta_lj
Spirit Network is a good equivalent for Contacts, but what about Allies? I haven't found anything published that works. It's not just for Theurges -- an Ahroun could make friends with a war-spirit or something, a Philodox with a Falcon-spirit or the like, et cetera. Not to mention tribal affiliations with certain kinds of spirit. Do you use a separate Background, or just use Allies? If you use Allies, how do you adjudicate points in the Background versus number, type, and power of ally spirits?
It's sort of academic because the character is essentially an ST one (though a permanent packmember) but I'm still interested in thoughts on the subject, especially since it'll probably come up in future games.
crossposted to garou_nation, wod_lj
So I'm working on a one-on-one game for my partner and I right now. He's decided he wants a lupus Get of Fenris Ragabash. I wanted to have a way to give him guidance and hints when he gets confused in the story and to introduce plot threads and such. There will be "optional" Fera characters later on -- they might or might not end up in the "party", so to speak, depending on what he chooses to do. But I wanted to have another character there who was certainly going to be there. My player is also attracted to Werewolf largely due to the spiritual aspect, I also want to have an easy way to draw that in. Since he's expressed interest in prophecy I sat down to muse, and suddenly this story is popping up with much more intensity than I usually get for this stuff.
It's been a while since I ran something like this, especially something this relatively ambitious (my last game was very original, set post-Apocalypse, and very open-ended, unlike this) so I want to get what I've already got in my head down and get some input from other people, particularly on certain points.( Et Cetera. Mitch, don't you dare click this.Collapse )
|Wednesday, January 21st, 2009|
|Tuesday, January 6th, 2009|
New Storyteller in need of assistance!
Hello all, I just joined the community because (*drumroll*) I've become an ST for the first time. :) Since the folks I'm playing with are also new to W:tA if not the WOD in general, I have my work cut out for me. We're running an old-school Werewolf campaign (the new WOD is just... feh.), and I'll be commencing with the Rites of Passage this Sunday.
Panic attack! While I already have a really good idea what I want to do with the CoG Theurge (Theurges & Ahrouns are easy), I'm stuck on ideas for the Fianna Ragabash & Philodox. Considering how awesome & scary the Theurge RoP is going to be, I have no idea how I can create something equally fabulous for a trickster and a peacemaker.
Any suggestions/thoughts/total idea-pirating/etc. is welcome. :) Current Mood: stressed
|Sunday, October 26th, 2008|
Plugging Online Games
Well I hope it's not against the rules to shamelessly plug my own game, but I can truly think of no better place for this. If I'm out of line, feel free to remoce my post and boot me out of here (although I'd prefer a gentle slap on the wrist and a warning never to do it again)
I run my own Play by Post WtA site which I have been running for two years now. It's set in 1989 in Central Europe (Berlin). The game's in English. It uses third edition rules, and characters should be new and by the book. So if anyone is looking for some time to kill online, I've recently opened up registrations to the general public.
Check it out: http://wodberlin.proboards50.com
For more information, either mail me or sign up on the forum and pm me.
We take all players, as long as they have a basic grasp of the English language and can manage to post once every day or two.
Once again, sorry if I'm out of line here.
|Friday, October 3rd, 2008|
Hi, everyone who is currently alive here. My name is Maddy, and I just joined this community. Please excuse my unintelligence if this isn't allowed. I'm probably taking up some room on people's friends pages by now. But anyway, I've posted to a few communities to make it known that I want to start a game and require players, this is number three, I think. There is absolutely NO CHANCE that my friend and I could ever run a tabletop game where we live, so (outback Australia, if you want to know).
We're looking for 3-6+ players and possibly an assistant ST (who might need to play some characters as well, I'm afraid...) to join a W:tA game that should be run by LJ or MSN. We're probably going to run a Rite of Passage game straight from the book, just to get everyone to know each other first, and then it should be primarily set in New York (open to suggestions for oher settings, though). So, just hoping to play a game with some people. If enough people are interested, I'll create an LJ comm with more info. Bye for now. Current Mood: hopeful
|Wednesday, October 1st, 2008|
Do You S.H.A.G.?
Hello, I am just trying to get the word out about a portal that has been created to draw together LARPers in the Portland and Salem, Oregon, and Vancouver, Washington, areas. We are looking for all kinds of LARPers from boffer players, to socio-political players, to horror players, to comedy players, to medieval players, so on and so forth, to get together and network. There will be resources for GMs and Players from all backgrounds of games, and we are looking to add more. We are also looking to get the word out about games, conventions, and chronicles/long running games.
You can find the site at: http://www.shaglarp.com
|Tuesday, July 29th, 2008|
A Werewolf: The Apocalypse Adventure for your use and enjoyment
Because some folks seem to really dig the stories I come up for with my Werewolf: The Apocalypse game, and I have a plan for a bit of an adventure I've got in store which I'm quite excited about, I figured I would share this one with you good folks. Comments and criticism is more than welcome.
The setup: In a remote fishing village, a corpse washes up on shore, riddled by bullets. He's a crewman on a family-owned fishing boat whose captain and most of the crew are kinfolk. The boat hasn't been seen or heard-from in days, and foul play is suspected. The family of the missing kinfolk ask the player characters to investigate, and to either rescue their missing family members... or exact justice from the culprits.
|Monday, July 21st, 2008|
A few sessions ago, one of the PCs in my game ended up accidentally killing a Kin he'd taken under his protection (long story). The player wants his character to go into Harano over this.
There's a problem - I don't think he realizes what the effects of Harano mean (having to make a Willpower roll [difficulty 7] every scene; failure means all dice pools are halved). I also suspect that he doesn't realize how difficult Harano is to overcome ("After a character achieves a significant success of some sort, he can make a Willpower roll [difficulty 10]. Success indicates that the character pushes back the despair...[h]owever, he faces the the constant threat of regression. A character whose Harano has receded must make a Willpower roll [difficulty 5] each new moon, when Luna has withdrawn herself. Failure means that the character falls back into the grip of Harano...." -"Player's Guide to Garou," p. 226)
I see him getting frustrated with this very quickly - he likes to show off how cool his characters are, and that isn't going to happen when his character is so apathetic he can't muster the will to do anything. He also forgets things easily, and I can see him forgetting to make the Willpower rolls each scene (and frankly, it could get to be a pain to have to remind him numerous times a session - "Scene change - okay, [player name], make another Willpower roll...."). I'm worried that after a few scenes with his dice pools halved, he'll be so frustrated he'll give up on the game.
I'm considering asking him to take a derangement instead - that way, he'd only have to make Willpower rolls (difficulty 5) when his character was in a stressful situation.
|Saturday, May 17th, 2008|
A small kitsune question.
Uh, hello, new poster here ^^''
Anyway, while creating a kitsune character for a game, I noticed that kitsune have rage. Now, this wouldn't REALLY be a problem, but WtA Kitsune aren't exactly the most hardy creatures in the world.
So, I'm asking does anyone know why do they have rage (beside the obvious No Rage=no Fox thing)
Also, the Changing Breed book explained NOTHING on the rage, it just suddenly was there O_o.
|Thursday, May 15th, 2008|
More Stuff, Update and one Question...
I've updated my Character Generation walkthrough with a couple tweaks, the link is below.
In addition, I've written up a W:tA Glossary, full of terms from the books. It started as something for my new-to-Werewolf players as a reference but by the time I was done, it was 39 pages long. :) Comments, criticisms and additions are welcome. I tried to keep it as close to book canon as possible, though of course, there are a lot of contradictions, and the way I see the W:tA world doesn't always mesh with everyone else. :) Link to that is at the bottom as well.
That brings me to a question for other Storytellers... do you deviate your world view from what's published in the books? If you do, do you sit down and give your players a list of 'here's what's in the book(s) that doesn't mesh with my world' or just deal with them as they come up?Werewolf: the Apocalypse Character Generation PDFWerewolf: the Apocalypse Glossary
I've cross-posted this to garou_nation
. I'm not sure if there are different people on the different groups, though. :) Current Mood: accomplished
|Tuesday, May 6th, 2008|
Iraq War fomori: A story concept
I've had a great idea for a storyline I won't be able to use for half a year or so, since I have too many things lined up in my garou game, but I love too much not to share with someone.
This works anywhere in the US, any time more than a year or so after the beginning of the Iraq war (obviously this requires you to push our apocalypse date some years past canon).
In broad strokes: A group of American soldiers in Iraq are involved with one atrocity too many. Maybe they were there for some prison rape. Maybe they took part in the US assault on Fallujah, where US forces used chemical weapons on civilian population centres. Or, it being the WoD, maybe something even worse. None of them were decision-makers; just young, patriotic kids who signed up believing they were serving their country. But like so many soldiers in real life are coming home with severe mental disorders from their experiences, something BROKE inside of these guys.
They become possessed by spirits of violence, hatred, cruelty, or whatever. None of them in immediately obvious ways, but enough to set them apart. Maybe superhuman agility. maybe telepathy or X-ray vision. And discreet enough taints (mental disorders, sores, that sort of thing) that they don't stick out like a sore thumb and get rounded up by Pentex "civilian contractors" working in Iraq. They gain small but useful powers, among them the ability to sense supernatural beings. This is how they find each other. They do very well in Iraq; their new powers keep them alive, and they have no trouble satisfying their wyrm-enhanced-urges.
They eventually get sent home, some of them rotated out, some of them facing court martial for their roles in various atrocities. They manage to avoid serious charges and none of them face worse consequences than dishonourable discharges. After all, they're young patriots doing their jobs.
They don't know they're fomori; they don't have that knowledge. They believe that they were affected by 'Saddam's secret biological weapons', but now the joke's on him: They now have the ability to take the fight home to the 'Islamo-fascists' back in the US and the 'traitorous' liberals who 'want to protect them'.
Shortly after the beginning of their war at home, they attract the attention a small pack of Bone Gnawers. Their first confrontation with garou goes poorly; they lose one of their own, and another is terribly injured as they make their escape. The survivors talk afterwards about what the fuck it was that they saw. The word "werewolf" is impossible not to speak out loud. They include the scope of their war at home to include these "enablers". Subsequent experiments with silver ordance proves very promising. Though werewolves are never the main thust of their mission (after all, there's a Global War on Terror to win!), they are a part of their strategic planning from that point forwards.
These kids - nineteen, twenty years old- genuinely love their country and want to protect it. But they're killing innocent muslims and garou.What do you do?
These guys use military tactics, and are smart and hard as nails. They travel around, fighting a 'counter insurgency' against the muslim and liberal targets they see as enemies of the state. A number of ways to introduce them suggest themselves:
1) they get involved in a local militia group who they think will be sympathetic. On the whole they are, but someone blabs, and then turns up dead. The hunt is on. How much do these militia types know about garou thanks to their fomori allies? Do they know why they've been asked to start making silver bullets?
2) One of the fomori - less subsumed by his bane than most - goes to a veteran's centre to seek counciling. He knows there's something wrong with him. One of the workers there is or has ties to kinfolk, and reports back to the local garou about this. Soon after, the young man seeking help vanishes...
3) A prominent liberal politician is assasinated by the fomori. They make it look like an IED, and the right-wing media eats it up. ''You can't think the muslims don't hate you too just because you want out of iraq! They hate you for your homosexual agenda and secula ways...'' Tension rises. Public beatings begin. Hate and cruelty are in the air. The wyrm thrives...
And of course, eventually Pentex will become aware of these guys and offer them jobs as 'civilian contractors'...
And even if the garou try to understand the threat, even if they drive out the banes, what do they do with driven young patriots who would do this based upon their warped understanding of the world to begin with, and who now know what they do? The veil shall not be lifted, right?
|Wednesday, April 30th, 2008|
An idea I've had swimming around in my head for a little while now.
Every so often, my game will take the players to a location they've never been before... or there's some family history... or a tale being told... and a bunch of NPCs will need to be generated on the fly.
Case in point, my characters recently traveled to San Fransisco. It was necessary to the plot. No gripes. Their first priority was to find the local sept and do some business with them. This meant I needed to create a whole crapload of NPCs I was unlikely to need in a little while. What a bother!
Now, I've got about sixty garou NPCs I've fleshed out, and I suspect many of you do, too. What I would like to suggest is that we come up with a shared list of our NPCs... Name, deed name, pack name, and a handfull of traits for each. Enough that we can at need scan the list and say ''Okay, I need a Fianna pack, a Silver Fang Pack, and a mixed pack with at least Get in it. Check, check and check! Ready for game!''
Heck, we can even include PCs if the players don't mind. It's all just for little local games, right? Who cares?
If anyone else is interested in taking part, let me know and I'll see about making this happen. Maybe a wiki or somesuch.
|Wednesday, April 23rd, 2008|
I've never used a Nexus Crawler in any of my games. For all that they're sort of one of the 'iconic' W:tA antagonists, one spoken of expansively in the main book, they've never felt right to me.
Spirits should be 'of' something. Skrags are spirits of violence. Psychmachiae are spirits of madness. Every other spirit and bane we've ever seen (with certain very isolated exceptions, like deliberately unearthly and alien spirits like those wierd trackers from the final Apocalypse book) is identifiably OF something.
What are Nexus Crawlers supposed to BE, exactly? What concept or experience or thing do they correspond with?
My theory is that they're basically something invented early in 1st edition when the developers weren't all clear on the cosmology, and later on they continued to be included just because they were so well-established.