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The Rage: Forsaken Player's Guide is a sourcebook for Werewolf: The Forsaken. It expands both options for character development as well as Urathan history.

Summary[]

From the Onyx Path catalog:

The Savage Fury Unleashed
The Forsaken have been pushed to the wall by their enemies. Now they push back. The tribes share their deadliest secrets with one another. Their packs teach one another the secrets of striking first and hardest. Around the world, the Forsaken reclaim what is theirs. Will you join them?
A Character Book for Werewolf: The Forsaken™
  • An in-depth look at the tribes and tribe-less of the Forsaken, from their history and traditions to their weapons of war
  • Numerous new options for character development, from new Merits and Gifts to a more detailed explanation of Harmony and pack tactics
  • Information on playing the Forsaken at a larger scale, from pack alliances to details on Forsaken culture and concerns around the world

Contents[]

Prologue: The Ties That Bind[]

Max Roman listens to an emissary from Santa Fe (Cholo) about the Pure Pack, Howl of the Before Time.

Introduction[]

Chapter One: Blood (The Tribes)[]

Expands the information on the five Tribes of the Moon, as well as the tribeless Ghost Wolves. Each tribe's customs are brought into focus, from their recruitment policies to the strange traditions that vary from place to place. Note that this chapter focuses on the social and setting information having to do with the tribe; rules mechanics such as new Gift lists are generally found in the next chapter. The tribeless Ghost Wolves aren't left out, either, as they receive an equal share of attention - who they might be, why they might not be part of a tribe and what they might be doing about it. Even the possibility of forging an entirely new tribe is discussed here. It's a task that is all but impossible, but clearly it's been done eight times previously....

Chapter Two: Meat (Rules)[]

Focuses more tightly on options for the individual character (and some options for the whole pack. A series of new Merits and Flaws designed specifically for werewolves can be found here. The chapter then continues with 11 new Gift lists (five of which count as tribal Affinity lists for the five Tribes of the Moon), and two new kinds of rites: hunt rites and seasonal rites. The arsenal of the Forsaken is then augmented with fetishes, talens and artifacts of a less... savory stripe: objects empowered by the energies of ghosts, or cursed with malevolent resonance. The chapter finishes off with a deeper look into the various roleplaying ramifications of the Harmony Trait, and an extended treatment of the pack dynamic, including some new pack tactic ideas for fighting as one.

  • Merits
    • Mental Merits
    • Physical Merits:
      • Fighting Style: Tooth and Claw (* to *****): Hunter's Eye (*), Slip Through (**), Ponce (***), Fury (****), Throat Tear (*****)
  • Flaws
    • Mental Flaws
    • Physical Flaws
    • Social Flaws
  • Pack Tactics
    • Captive Audience
  • Sample Pack Tactics
    • Bad Cop, Worse Cop
    • Can Opener
    • Crowd Eyes
    • Dog-Pile
    • Good Samaritan
    • Wishbone

Chapter Three: Bones (Setting)[]

Looks at the bigger picture, at the world of Werewolf as a whole. The first section of the chapter introduces a seldom-seen social dynamic, that of the "clutch" or alliance of packs. This attempt to achieve greater cooperation often fails - here we look at why, and outline the challenges such that your characters can attempt to forge a clutch of their own if so inclined. Then comes a look at werewolves around the world, and their cultural, spiritual and physiological diversity. This section can assist the Storyteller in creating a Werewolf chronicle that takes place a bit farther afield, but the primary function of this section is to make it easier to visualize characters from around the world for player use. Finally, the chapter closes with a look at the concerns facing the Forsaken around the world. These potential hotspots and story hooks may inform a character's background or provide the pack with a new ambition.

  • Protectorate Fetishes
    • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Wandering Jacob's Map: This fetish - or, at least, the idea of it - is said to have come from a Forsaken named Wandering Jacob. Jacob, a Hunter in Darkness, established a kind of commune way up in the Appalachian Mountains. Here, he invited many packs to a place where they could withdraw from the world and find a kind of perfection in the microcosm of their given domain. It worked for a while, but eventually peaceful relationships gave way to territorial infighting that helped whittle away the harmony of the clutch. Worse, the protectorate began suffering incursions from outsiders: hillfolk Storm Lords bent on taking the protectorate territory by territory.
    • And so, Wandering Jacob is said to have created a map of the domain, with each territory marked clearly. It's said he imbued the map with a spirit of an eagle or falcon, because such birds-of-prey fly high and have frighteningly powerful vision. When activated, the map allowed him to see just all the werewolves inside the protectorate borders. It didn't allow him to differentiate who was who, exactly, but it did allow him to see who belonged in the protectorate and who didn't. Enemies - or, at least, those with malice in their hearts - appeared as little ghostly red flames. Friendly werewolves - i.e., those who belonged to the clutch - showed up with faint ochre glow-points, like fireflies in the night.
    • Of course, the story goes on to suggest that the map didn't save the protectorate. In the end, some say the clutch self-destructed, while others claim it was taken apart by those cruel Storm Lords. Whatever happened, most agree that Wandering Jacob is still out there, aimlessly drifting, in search of a new place to forge another utopia.
    • Those who want to create such a map need, for starters, a semi-accurate map of the protectorate. It could be a crude map of the protectorate. It could be a crude map painted in blood and mud on a piece of old parchment, or it might be an actual road atlas map with territories marked in pen. The map must be imbued with a high-flying bird of prey (eagle, owl, falcon, hawk). Activation allows the viewer to see all the werewolves within the given protectorate and its territories - friendlies glowing like lightning bugs, enemies showing as match-tips of red fire.
    • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Talking Stick: This fetish can be made of any kind of wieldable "stick-like" object: a rain stick, a gilded scepter, a sigil-painted umbrella, a crowbar. The talking stick's function is to make the speaker the focal point, while theoretically "dimming" the importance of other's words. The speaker gains a +1 bonus to all Presence rolls. However, those nearby (within a range equal to the speaker's Primal Urge score in yards) suffer a -1 penalty to their Presence rolls if they try to talk while the fetish is active and in the speaker's hand. This is represented by them stumbling over words, tongue-tied. The speaker's voice, however, sounds louder, stronger, more pervasive. Werewolves use any kind of loud bird-spirit (goose, gull, mockingbird) to make this fetish. Action: Reflexive
  • Indian Talens
    • Ghost Sticks: Stick incense made of agarwood, bone dust and powdered goat's gall. Produces a pungent, dizzying aroma. The werewolf who breathes in the talen's smoke can interact with ghosts in Twilight as if they were physical. However, she suffers a -1 penalty when interacting with physical beings outside of Twilight. The effect lasts for one scene. Empowered by a mist-spirit. Action: Instant.
    • Tea of Fourteen Precious Jewels: This talen is somewhat twofold. It is, at first, nothing more than three white, uncrushed lotus petals. The petals, once dropped into water (no matter how contaminated) purifies the water, warms it without the need for any ancillary heat source and makes a fragrant tea. The tea, when consumed, allows the drinker to ignore one mild derangement for the next eight hours. Empowered by an obligation-spirit. Action: Instant.
    • Whistling Arrow: Archery among the Forsaken of the subcontinent is oddly common. This talen, a hollow arrow-head with holes on the side, makes a loud whistling noise as it flies through the air. Indians learned how to make them from the Chinese, and the arrows were used to both cause damage and signal troops to attack. This talen, upon successfully striking a target, makes him easier to hit for three turns. Any attacks made against the target during the subsequent three turns are performed with a +1 bonus. Empowered by a gregarious bushlark bird-spirit. Action: Reflexive.
  • Latin American Totems
    • Moon-Necked Nightjar
    • Suçuarana-of-Hidden-Jumps
    • El Río Que Traga
  • Mexican Rite
    • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Mexican Rite: Rite of the Dizzying Wind: Story holds that this ritual has been around for nearly 1,000 years, first born of the Toltec Forsaken who walked the temples of central Mexico. This ritual, utilizing music and dance, grants the practitioner access to a trade of power with what is believed to be some other werewolf performing the same ritual elsewhere (though some suggest the power comes from spirits, not other Uratha).
  • Islamic Fetishes
    • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Ayat: The Ayat is a single holy verse from the Qu'ran written on a scroll, scrawled on a block of wood or even penned on a slip of paper and worn around the neck. This fetish grants a werewolf clarity of sight. When the fetish is activated, +2 dice is granted to all sight-related tracking rolls. Lasts for one hour, can be used once per day. Action: Reflexive
    • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Hijaab: The hijaab is a black, full-body cloak. The term itself means "barrier" or "veil," and is worn traditionally t exemplify one's modesty. In this case, when activated, the Hijaab helps calm angers against the wearer. Any wishing to attack the werewolf must spend one Willpower point to do so for every attack. This effect lasts for a single scene, or until the werewolf initiates violence. Action: Reflexive
    • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Tasbih: Islamic prayer beads made of pearl, glass, seed or stone and are used to invoke the names of Allah and invoke protection. When the fetish is activated, the werewolf becomes temporarily impervious to damage from a single foe for a number of attacks equal to the werewolf's own Primal Urge score. This only works against one foe. All bashing damage is ignored, and all lethal damage becomes bashing. Aggravated damage, however, is still taken accordingly. This fetish may only be used once per game session. Action: Reflexive
  • Spirits
    • The Old Men (and Women) of the Woods - North American Creatures/Spirits
    • Lords of the Sea - Spirit-Claimed group in Oceania
    • Dead Choirs - Spirits, New Zealand

Background Information[]

Memorable Quotes[]

Characters[]

  • Elias Winterborn, Storm Lord (Back Cover)
  • Jason Champlain, "Tycho" - Bone Shadow
  • Max Roman - Iron Master
  • Rachel Snow - Storm Lord
  • Subtle Storm - Storm Lord
  • Richard Canfield, "Cannon's Fire" - Blood Talon
  • Elise - Hunter in Darkness
  • Andrea - Bone Shadow
  • Rumor - Iron Master
  • Cholo Howlrunner - Blood Talon
  • Whitesplinter - Bone Shadow Elodoth
  • Tommy - Forsaken
  • Grigori - Forsaken
  • Scipio - Forsaken
  • Devi - Forsaken
  • Meg - Forsaken
  • Carl Greenbriar - Bone Shadow Cahalith Character Example
  • Gullbaiter - Bone Shadow
  • Marid Surat - Bone Shadow
  • Black Bobby - Bone Shadow
  • Crashing Teeth of White Waves - Spirit
  • Martin-of-the-Rust - Bone Shadow
  • Suchada Suthep - Bone Shadow Rahu
  • Confessor of Leaves - Bone Shadow Rahu
  • Walter Blaze - ?
  • Swept Sage - Bone Shadow Cahalith
  • Reverend Oxblood, Fox Magister of Shit Hollow - Spirit
  • Maiandra Cloudheart - Bone Shadow Elodoth
  • Isteban of the Choking Vines - Bone Shadow Ithaeur
  • Three-Face Miranda - Bone Shadow Irraka
  • Cormorant Black - Bone Shadow Irraka
  • John Blackstone - Bone Shadow
  • Jericho Glass, "Seven" - Bone Shadow
  • Unseen Talon - Hunter in Darkness legend
  • Karavah the Thunderer - Hunter in Darkness legend
  • Bone Cleaver - Forsaken
  • Black Betty - Forsaken
  • Gregor - Forsaken
  • Thom Washington - Ghost Wolf Rahu
  • Knifetooth - Ghost Wolf Rahu
  • Snowflake - Ghost Wolf
  • Frank "The Fixer" Polcetti - Ghost Wolf, works as a mercenary for vampires
  • Annalise - Elodoth Ghost Wolf, belongs to a cabal of mages
  • Pai Garra - Ghost Wolf
  • All-Consuming Fire - Spirit
  • Lightning's Two Faces - Totem of the Lodge of Dissent (Ghost Wolves)
  • Miranda - Pure Tribe, gone
  • Prodigal - Pure Tribe, snapped
  • Weiss - Pure Tribe, died
  • Noir - Pure Tribe, died
  • Johnny "Gearshift" Blaine - Forsaken
  • Doomwise
  • Herne the Huntsman - Hunter in Darkness
  • Milewalker - Forsaken
  • Missy Worthwick - Ghost
  • Dr. Sabira Gupta - Ghost
  • Joe - Ghost
  • Panther-Who-Slinks-in-Shadowed-Paths - Totem
  • Boar-with-Iron-Hooves - Totem
  • Irina - Forsaken
  • Sonia - Forsaken
  • Festerboar, formerly "Samuel Great-Tusk" - Forsaken, Festerboar's Army
  • John Steelboot - Iron Master, Steelboot's Soldarity
  • Humble Sarah Swan - Forsaken, The Penitent Brotherhood
  • Minister Red - Blood Talon, Ninth Street Sentinels Pack
  • The Troxler Family - Wolf-Bloods
  • Four-Fingered Sally - Forsaken, Tungsten Valentines Pack
  • Praying Buzzard - Gutthrush Pack Totem
  • Blackhood Jack - Forsaken, Motor City Meatheads Pack
  • Wandering Jacob - Hunter in Darkness
  • Abopey the Catfish - Blood Talon Irraka
  • Induku - Bone Shadow Cahalith
  • Fathia's Flower - Ghost Wolf Rahu
  • Hla Hlaing - Hunter in Darkness Elodoth, Fire Ballon Dancers Pack
  • Tskeshi, "Outside of Doorways" - Iron Master Ithaeur
  • Cholon Sukh, or "Stone Axe" - Blood Talon Rahu
  • White Hunter Cat - Pack Totem
  • Zulficar the Unclean - Iron Master Cahalith
  • Narayana, "The One-Legged Liar" - Hunter in Darkness Irraka
  • Amani - Ghost Wolf Elodoth
  • Many-Handed Monkey, "Las Muchos Manos" - Totem
  • Muerdame, (Slang for "Bite Me") - Storm Lords Irraka
  • Little Macaw Girl (Chica Pequeña De Ara) - Ghost Wolf Ithaeur
  • Chuy - Ghost Wolf Packmate of Little Macaw Girl
  • Mopán - Ghost Wolf Packmate of Little Macaw Girl
  • Ashen Red Lizard - Fire Elemental Spirit
  • Hidden Fish - Water Elemental Spirit
  • Dead-Eater Bird - Air Elemental Spirit
  • Whispering Corn - Earth Elemental Spirit
  • Unseen Wolf - Hunter in Darkness Rahu
  • Mustafa the Rebuilder - Iron Master Elodoth
  • The Caliph of Fire - Ghost Wolf Cahalith
  • Water-Bearer - Bone Shadow Irraka
  • Stanislav the First - Storm Lord Rahu
  • Handsome Katla - Blood Talon Ithaeur
  • Veado Dançante - Bone Shadow Elodoth
  • Morue - Ghost Wolf Irraka
  • Marie-Maude Lespinass - Elderly Irraka from Haiti
  • Gregor Muzychka - Spirit-Claimed politician
  • Emma - Forsaken
  • Karl - Iron Master
  • Thunderbolt Hamilton - Forsaken

Terminology[]

Udzhalla-Ur, "Watcher Wolf" (Ghost Wolves Tribal Totem), Ramamu-Ur "Growling Wolf" (Ghost Wolves, Speakers of the Vine Totem), Crow-of-the-Tower (Tower Hounds Totem), Wind of the Wolf's Lair (Savage Priests Totem); Sample Tribes (Ghost Wolves): Tower Hounds (Anzaghar Ilthum), Speakers of the Vine (Khuranu Dhugu), Savage Priests (Idimathu); Clutch, Lodge of the Nahual, Lodge of Two Worlds, Lodge of Dissent, Second-born; First Tongue: Muth, Su, Hithim (Blood, Body, Spirit), Zisilim (Harmony); Lik'ichiri ("Fat-Stealers", Spirit-Ridden)

References[]


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