Warg System
The Warg System in Rage Across the Amazon is a structured military hierarchy created by Golgol Fangs-First to organize Garou warriors in the war against Pentex. While it enforces discipline and tactical efficiency, it operates alongside the Sept structure, where the Sept Alpha remains the highest authority in non-military matters.
Structure of the Warg System
Basic War Unit: The Pack (3-5 Garou)
- Led by a Pack Leader.
- Types of Packs:
- War Pack – Standard combat unit.
- Borzoi Pack – Scouts, named after the Russian wolfhound.
- Guardian Pack – Defends caerns and key locations.
Warg (~15 Garou)
- Comprised of three Packs.
- Commanded by a Battlemaster.
- Primary tactical unit, executing frontline orders.
Moon (~41 Garou)
- Comprised of three Wargs.
- Commanded by a War Leader.
- Mid-sized war force responsible for broader strategic objectives.
Ward (~90 Garou)
- Comprised of two Moons and a Caern.
- Led by a War Chieftain.
- The largest war force, capable of major assaults and territory defense.
Character Creation
Character Creation Rules
- Garou Tribes: All except Croatan & White Howler
- Ananasi: Tenere, Kumoti
- Bastet: All but Bubasti
- Other Fera: Corax, Gurahl, Kitsune, Mokole, Nuwisha, Ratkin, Rokea
- Kinfolk: Must be Homid
- Minimum Age: 18+
- Restricted: No Hengeyokai allowed
Base XP
- 18-20: 0 XP
- 21-25: 25 XP
- 26-30: 50 XP
- 31+: 100 XP
Incentive XP
- Bone Gnawers, Glass Walkers, Uktena
- Older Kinfolk of all types
- Members of the Juniper Cross Community
- LIMITED: Rokea (approved on a case-by-case basis, must be able to function on land and in groups).
[+/-] Ajaba Character Creation
Ajaba Character Creation
Step 1: Concept
- What is your character’s background, personality, and motivation?
- How did they experience their First Change?
- What is their relationship with their pride, pack, and kinfolk?
- How do they view their struggle and the war against the Wyrm (duty, vengeance, or something else)?
Step 2: Choose Breed (Determines Gnosis & Special Traits)
Each Breed determines Gnosis, instincts, and social experience.
Breed |
Description |
Starting Gnosis |
Beginning Gifts
|
Homid |
Historically, most homid Ajaba were of native Central and Southern African descent. As Europeans pressed south onto the continent, however, they were also incorporated into the werehyenas’ breeding pool, creating a broad spectrum of racial representation. That diversity has increased even further since the Ajaba were driven out of their native homelands. Desperate to renew their numbers, the Breed feels a stronger imperative than ever before to ensure their next generation is a populous one. |
1 |
Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
|
Metis |
Matings between two Ajaba are also exceptionally fertile, and when conception occurs between two werehyenas, it always results in a metis offspring. The race has never shared the usual Changing Breed view of metis, however, and the current crisis only makes them more accepted. Now more than ever, metis Ajaba tend to be fully accepted as members of the tribe. |
3 |
Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
|
Hyaenid |
While there are several species of hyena, only one the spotted hyena is the traditional Kinfolk of the Ajaba. Despite having a reputation as foul scavengers, spotted hyenas hunt up to 95% of the food they eat, and other “predators” of the region (such as lions) often attempt to steal their kills. |
5 |
Hare’s Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey
|
Step 3: Choose Aspect (Determines Rage & Starting Renown)
Your Aspect defines your role in Ajaba society.
Aspect |
Role |
Rage |
Gnosis |
Starting Gifts
|
Dawn |
Dawn Ajaba are filled with fury and Rage, eager to fight with their foes or to prove their dominance over their own kind. They are feisty and combative, easily-offended and hyperactive, and have historically made strong pack-leaders — although they usually lack the control necessary to lead an entire clan. |
5 |
1 |
Beat of the Heart-Drum, Finishing Blow, Lightning Reflexes, Pack Tactics, Razor Claws
|
Midnight |
Midnight Ajaba are balance made manifest. While their anger may not equal that of the Dawn aspect, nor their supernatural strength that of the Dusk, neither do they have particular weaknesses in either area. Historically, males among the Ajaba frequently exhibited the Midnight aspect. This gave them a unique place in Ajaba society, as they were considered some of the most stable and balanced individuals of the Breed, despite their low social standing. The irony of this state of affairs was not lost on them. |
2 |
5 |
Beast Speech, Burning the Vision, Mindspeak, Perfect Recall, Tears of the Heavens
|
Dusk |
Dusk Ajaba turn their Rage inward, learning more subtle ways to fulfill their sacred duty. Dusk aspect werehyenas strike from the shadows, stalking their prey until they are most vulnerable. They know how to see beyond the obvious, ferreting out their target’s weaknesses and using them to full advantage, whether that be to cull the herd, or lead the clan. |
4 |
3 |
Blur of the Milky Eye, Fatal Flaw, Open Seal, Scent of Running Water, Whispers in the Grass
|
Step 4: Social Structure (Pride or Coalition)
Ajaba are organized into prides or coalitions, defined geographically or culturally.
Step 5: Assign Attributes (7/5/3)
Note that each Attribute starts with one dot before you add any.
Distribute Attribute points across the Physical, Social, Mental categories:
Specialties should be chosen for Attributes rated at 4 or higher.
- Physical: Strength (Brute Force), Dexterity (Quick Reflexes), Stamina (Endurance).
- Social: Charisma (Leadership), Manipulation (Subtlety), Appearance (Intimidation).
- Mental: Perception (Keen Eyesight), Intelligence (Analytical), Wits (Quick Thinking).
Step 6: Assign Abilities (13/9/5)
Distribute Ability points among Talents, Skills, and Knowledges.
No Ability may exceed 3 dots without spending Freebie Points.
Specialties should be chosen for Abilities rated at 4 or higher.
Crafts and Performance require a specialty even at one dot.
- Talents: Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).
- Skills: Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).
- Knowledges: Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).
Step 7: Choose Advantages
Backgrounds (Choose 5 Points)
Common choices include Allies, Contacts, Mentor, Resources, Totem.
Gifts (Choose 3)
- One from Breed.
- One from Aspect.
- One General Ajaba Gift.
Rage, Gnosis, Willpower
Trait |
Value Based on Prior Choices
|
Renown |
Determined by Aspect
|
Rage |
Determined by Aspect
|
Gnosis |
Determined by Breed
|
Willpower |
Starts at 3
|
Step 8: Finishing Touches
- Merits & Flaws (Optional):
Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.
- Freebie Points (Spend 15 to Customize Further):
Trait |
Cost Per Point
|
Attribute |
5
|
Ability |
2
|
Background |
1
|
Gift |
7
|
Willpower |
1
|
Rage |
1
|
Gnosis |
2
|
[+/-] Ananasi Character Creation
Ananasi Character Creation
Step 1: Concept
- What is your character’s background, personality, and motivation?
- How did they experience their Sylie (Metamorphosis)?
- What is their relationship with their faction, local colony, and kinfolk?
- How do they view their duty and role within the Triat (Weaver, Wyrm, Wyld)?
Step 2: Choose Breed (Determines Gnosis & Willpower)
Each Breed determines Gnosis, instincts, and social experience.
Breed |
Description |
Starting Gnosis |
Willpower
|
Homid |
Born human, unaware of heritage until Sylie. Homid Ananasi have an early life much like other humans, but notice differences as they approach their transformation. |
1 |
3
|
Arachnid |
Born from a spider, arachnid Ananasi hatch from egg sacs and rapidly undergo their Sylie, often within hours. They must consume prey to grow into their form. |
5 |
4
|
Step 3: Choose Aspect (Determines Blood & Starting Renown)
Your Aspect defines your role in Ananasi society. Ananasi do not have Rage; they use blood points instead.
Aspect |
Role |
Starting Renown (Cunning, Obedience, Wisdom) |
Starting Gifts
|
Tenere (Weaver-Dedicated) |
Orderly, logical, precise; they aim to restore the Weaver to its original state, maintaining stability and pattern in the Great Web. |
3 Wisdom |
Groom, Patience of Ananasa
|
Hatar (Wyrm-Servants) |
Dedicated to restoring the Destroyer Wyrm; they dismantle what stands against Symmetry, embodying change and destruction. |
2 Obedience, 1 Cunning |
Blood of Pain, Wyrmling Kinship
|
Kumoti (Wyld-Born) |
Creative, dynamic, fostering change and fighting stagnation to restore balance and Symmetry through subtle manipulations. |
3 Cunning |
Inspire, Mother’s Touch
|
Step 4: Social Structure (Faction)
Ananasi align with factions based on their aspect, defined by allegiance to the Triat (Weaver, Wyrm, Wyld). Each faction has three subdivisions:
Faction |
Role |
Starting Gifts
|
Myrmidon |
Warriors who engage in combat, both direct and guerrilla warfare, ensuring the Queen’s will is carried out physically. |
Illusion of Size, Open Seal
|
Viskr |
Judges and mystics, specializing in hidden knowledge, magic, and seeking the truth behind the Great Web. |
Curse of the Great Web, Shroud
|
Wyrsta |
Questioners who analyze reality, test their kin, and manipulate the Great Web for Ananasa’s grand plan. |
Alter Mood, Beastmind
|
Step 5: Assign Attributes (7/5/3)
Note that each Attribute starts with one dot before you add any.
Distribute Attribute points across the Physical, Social, Mental categories:
Specialties should be chosen for Attributes rated at 4 or higher.
- Physical: Strength (Powerful Grip), Dexterity (Nimble), Stamina (Resilience).
- Social: Charisma (Persuasion), Manipulation (Deception), Appearance (Unnerving).
- Mental: Perception (Web Sense), Intelligence (Analytical), Wits (Quick Decisions).
Step 6: Assign Abilities (13/9/5)
Distribute Ability points among Talents, Skills, and Knowledges.
No Ability may exceed 3 dots without spending Freebie Points. Specialties chosen at 4 or higher;
Crafts and Performance require a specialty at one dot.
- Talents: Alertness (Ambush), Brawl (Web Combat), Subterfuge (Blending In).
- Skills: Stealth (Shadowing), Survival (Urban), Crafts (Weaving).
- Knowledges: Occult (Triatic Lore), Rituals (Spider Rituals), Computers (Networks).
Step 7: Choose Advantages
Backgrounds (Choose 5 Points)
Common choices: Allies, Contacts, Mentor, Resources. (No Totem, Ancestors, or Pure Breed.)
Gifts (Choose 3)
- One from Aspect.
- One General Ananasi Gift.
Blood, Gnosis, Willpower
Trait |
Value Based on Prior Choices
|
Renown |
Determined by Aspect
|
Blood Pool |
10 points (used instead of Rage)
|
Gnosis |
Determined by Breed
|
Willpower |
Determined by Breed
|
Step 8: Finishing Touches
- Merits & Flaws (Optional):
Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.
- Freebie Points (Spend 15 to Customize Further):
Trait |
Cost Per Point
|
Attribute |
5
|
Ability |
2
|
Background |
1
|
Gift |
7
|
Willpower |
1
|
Blood Pool |
1
|
Gnosis |
2
|
[+/-] Bastet Character Creation
Bastet Character Creation
Step 1: Concept
- What is your character’s background, personality, and motivation?
- How did they experience their First Change?
- What is their relationship with their tribe, pride, or kinfolk?
- How do they view their role in the world and their duty as a Bastet?
Step 2: Bastet Forms
Bastet can shapeshift between five forms, each with unique traits.
Form |
Description
|
Homid |
Regular human form.
|
Sokto |
Near-human, elongated limbs, sharper features, retractable claws.
|
Crinos |
A towering feline war-form, blending humanoid and cat features (mild Delirium effect).
|
Chatro |
A massive, monstrous feline, embodying raw power (full Delirium effect).
|
Feline |
A normal-looking cat of their breed.
|
Step 3: Choose Breed (Determines Gnosis & Willpower)
Each Breed determines Gnosis, instincts, and social experience.
Breed |
Description |
Starting Gnosis |
Willpower
|
Homid |
Born human, often unaware of their heritage until their First Change. |
1 |
3
|
Metis |
Born from two Bastet parents, rare and bearing both physical deformities and great spiritual potential. |
3 |
4
|
Feline |
Born among wild or domestic cats, deeply attuned to nature but may struggle with human society. |
5 |
4
|
Step 4: Choose Pryio (Determines Personal Outlook & Willpower Recovery)
Bastet are not bound by Auspices but instead follow a Pryio, which reflects their natural tendencies. Pryio can shift during life-altering experiences.
Pryio |
Description |
Willpower Recovery
|
Daylight Pryio |
Warriors, leaders, and direct actors in the world. |
By proving strength, honor, and courage.
|
Twilight Pryio |
Seekers of wisdom, mystics, and truth-seekers. |
By uncovering secrets or solving riddles.
|
Night Pryio |
Cunning manipulators and lone hunters, thriving in the shadows. |
By keeping secrets, manipulating events, or inspiring fear.
|
Step 5: Choose Tribe (Determines Beginning Renown & Starting Gifts)
Your Tribe defines your cultural background and approach to being a Bastet.
Tribe |
Description |
Starting Renown (Ferocity, Cunning, Honor) |
Starting Gifts
|
Bagheera |
Wise panther-folk, balancing patience and power. |
3 Honor |
Sense Magic, Speak with Beasts
|
Balam |
Jaguar warriors, fierce and territorial. |
2 Ferocity, 1 Honor |
Hunter’s Mists, Razor Claws
|
Bubasti |
Mystical temple-keepers, seekers of ancient knowledge. |
3 Cunning |
Secrets, Spirit Speech
|
Khan |
Mighty tiger warriors, noble yet deadly. |
2 Ferocity, 1 Honor |
Might of the Tiger, Leap of the King
|
Pumonca |
Nomadic cougar-folk, vision seekers and wanderers. |
3 Cunning |
Trailblazer, Evasion
|
Qualmi |
Trickster lynx-folk, lovers of riddles and deception. |
3 Cunning |
Trickster’s Touch, Blur of the Milky Eye
|
Simba |
Proud lion-folk, rulers and warlords. |
2 Ferocity, 1 Honor |
Roar of the King, Dominance
|
Swara |
Swift cheetah-folk, restless travelers. |
3 Ferocity |
Fleet of Foot, Lightning Reflexes
|
Step 6: Assign Attributes (7/5/3)
Note that each Attribute starts with one dot before you add any.
Distribute Attribute points across the Physical, Social, Mental categories:
Specialties should be chosen for Attributes rated at 4 or higher.
- Physical: Strength (Powerful Grip), Dexterity (Nimble), Stamina (Resilience).
- Social: Charisma (Persuasion), Manipulation (Deception), Appearance (Unnerving).
- Mental: Perception (Web Sense), Intelligence (Analytical), Wits (Quick Decisions).
Step 7: Assign Abilities (13/9/5)
Distribute Ability points among Talents, Skills, and Knowledges.
No Ability may exceed 3 dots without spending Freebie Points. Specialties chosen at 4 or higher;
Crafts and Performance require a specialty at one dot.
- Talents: Alertness (Ambush), Brawl (Web Combat), Subterfuge (Blending In).
- Skills: Stealth (Shadowing), Survival (Urban), Crafts (Weaving).
- Knowledges: Occult (Triatic Lore), Rituals (Spider Rituals), Computers (Networks).
Step 8: Backgrounds & Mechanics
- Den-Realm: A personal Umbral sanctuary (unique to Bastet).
- Jamak: Personal spirit ally (Bastet version of a Totem).
- Bastet cannot enter the Umbra without a Gift, except Swara.
Step 9: Finishing Touches
- Merits & Flaws (Optional):
Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.
- Freebie Points (Spend 15 to Customize Further):
Trait |
Cost Per Point
|
Attribute |
5
|
Ability |
2
|
Background |
1
|
Gift |
7
|
Willpower |
1
|
Rage |
1
|
Gnosis |
2
|
[+/-] Garou Character Creation
Garou Character Creation
Step 1: Concept
- What is your character’s background, personality, and motivation?
- How did they experience their First Change?
- What is their relationship with their pack, sept, and kinfolk?
- How do they view the war against the Wyrm (duty, curse, or something else)?
Step 2: Choose Breed (Determines Gnosis & Special Traits)
Each Breed determines Gnosis, instincts, and social experience.
Breed |
Description |
Starting Gnosis |
Beginning Gifts
|
Homid |
Born human and raised by human parents, you were not aware of your heritage until you experienced your First Change — though you’ve felt the effects of Rage burning within you before that. It’s likely that you were completely unaware of the werewolves in your family tree. |
1 |
Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
|
Metis |
Your parents are both Garou. They broke the Litany in a moment of animal passion and you’re the twisted result. Raised in a sept among other werewolves, you know Garou culture better than most homids or lupus. Your parents’ crime left you malformed and sterile, a visible reminder of their crime. 🚫 Metis are highly discouraged. |
3 |
Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
|
Lupus |
You were born a wolf and spent your first two years among wolves. Your First Change didn’t come until you were almost fully grown. You haven’t the sophistication or understanding of the human world of a homid, but your instincts and connection to the wild is much stronger. |
5 |
Hare's Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey
|
Step 3: Choose Auspice (Determines Rage & Starting Renown)
Your Auspice (moon phase at birth) defines your role in Garou society.
Auspice |
Moon Phase |
Rage |
Starting Renown |
Role |
Starting Gifts
|
Ragabash |
New Moon |
1 |
3 Renown in any combination |
Trickster, rogue, scout. |
Blur of the Milky Eye, Liar’s Face, Open Seal, Scent of Running Water, Spider's Song
|
Theurge |
Crescent Moon |
2 |
3 Wisdom |
Mystic, spirit worker, seer. |
Mother's Touch, Sense Wyrm, Spirit Binding, Spirit Speech, Umbral Tether
|
Philodox |
Half Moon |
3 |
3 Honor |
Judge, mediator, enforcer of the Litany. |
Fangs of Judgment, Persuasion, Resist
Pain, Scent of the True Form, Truth of Gaia
|
Galliard |
Gibbous Moon |
4 |
2 Glory, 1 Wisdom |
Lorekeeper, bard, morale-raiser. |
Beast Speech, Call of the Wyld,
Heightened Senses, Mindspeak, Perfect Recall
|
Ahroun |
Full Moon |
5 |
2 Glory, 1 Honor |
Warrior, frontline fighter. |
Falling Touch, Inspiration, Pack Tactics, Razor Claws, Spur Claws
|
Step 4: Choose Tribe (Determines Willpower & Tribe Gift)
Your Tribe defines your cultural identity and starting Willpower.
Tribe |
Starting WP |
Description |
Starting Gifts
|
Black Furies |
3 |
Defenders of the wild places and fierce warriors for their fellow women. Most Black Furies are female; the only males in their tribe are metis. |
Breath of the Wyld, Man's Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence
|
Bone Gnawers |
4 |
As the best-informed tribe, the Bone Gnawers are consummate spies. Members live in poverty and have a casual regard for Garou traditions. |
Cooking, Desperate Strength, Resist Toxin, Scent of Sweet Honey
|
Children of Gaia |
4 |
The most moderate tribe, the Children of Gaia nurture what little the Wyrm has not corrupted and often speak out on humanity’s side. |
Brother’s Scent, Jam Weapon, Mercy, Mother's Touch, Resist Pain
|
Fianna |
3 |
Originally of Celtic descent, the Fianna hold on to a lust for both celebration and battle, wherever they are in the world. |
Faerie Light, Hare's Leap, Persuasion, Resist Toxin, Two Tongues
|
Get of Fenris |
3 |
Dedicated to the Wyrm’s destruction, the Get are savage and bloodthirsty warriors who take great pride in their Germanic and Scandinavian heritage. |
Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris
|
Glass Walkers |
3 |
The ultimate urban predators, the Glass Walkers take the war against the Wyrm into the boardroom and the skyscraper—though other Garou do not trust them. |
Control Simple Machine, Diagnostics, Persuasion, Plug and Play, Trick Shot
|
Red Talons |
3 |
Living in the deep wilderness, this tribe only allows lupus and some metis to join. They believe that the only way to beat the Wyrm is to exterminate humanity. |
Beast Speech, Eye of the Hunter, Hidden Killer, Scent of Running Water, Wolf at the Door
|
Shadow Lords |
3 |
Cunning, deceptive, and domineering, the Shadow Lords have a burning drive to lead the whole Garou Nation. |
Aura of Confidence, Fatal Flaw, Seizing the Edge, Shadow Weaving, Whisper Catching
|
Silent Striders |
3 |
Exiled from their homeland, the Silent Striders travel constantly. Many learn the secrets of the physical or spiritual world on their journeys. |
Silence, Speed of Thought, Visions of Duat
|
Silver Fangs |
3 |
The hereditary rulers of the Garou Nation, their careful maintenance of royal blood has led to inbreeding and the taint of madness. |
Eye of the Falcon, Falcon's Grasp, Inspiration, Lambent Flame, Sense Wyrm
|
Stargazers |
4 |
Ascetics who seek to master their own Rage, the Stargazers wander the world striking at the Wyrm wherever they find it. |
Balance, Channeling, Falling Touch, Iron Resolve, Sense Wyrm
|
Uktena |
3 |
Mysterious and mystical, the Uktena are a tribe of outsiders charged with guarding the resting places of many powerful Banes, though this taints them by association. |
Sense Magic, Sense Wyrm, Shroud, Spirit of the Lizard, Spirit Speech
|
Wendigo |
3 |
The only tribe made up of primarily Native American werewolves, the Wendigo are cold and insular, guarding their caerns against even other Garou. |
Beat of the Heart-Drum, Call the Breeze, Camouflage, Ice Echo, Resist Pain
|
Step 5: Assign Attributes (7/5/3)
Distribute Attribute points across the three categories:
Specialties should be chosen for Attributes rated at 4 or higher.
- Physical: Strength (Brute Force), Dexterity (Quick Reflexes), Stamina (Endurance).
- Social: Charisma (Leadership), Manipulation (Subtlety), Appearance (Intimidation).
- Mental: Perception (Keen Eyesight), Intelligence (Analytical), Wits (Quick Thinking).
Step 6: Assign Abilities (13/9/5)
Distribute Ability points among Talents, Skills, and Knowledges.
No Ability may exceed 3 dots without spending Freebie Points.
Specialties should be chosen for Abilities rated at 4 or higher.
Crafts and Performance require a specialty even at one dot.
- Talents: Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).
- Skills: Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).
- Knowledges: Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).
Step 7: Choose Advantages
Backgrounds (Choose 5 Points)
- Common choices include Allies, Resources, Mentor, Totem, and Contacts.
Gifts (Choose 3)
- One from Breed.
- One from Auspice.
- One from Tribe.
Rage, Gnosis, Willpower
Trait |
Value Based on Prior Choices
|
Renown |
Determined by Auspice
|
Rage |
Determined by Auspice
|
Gnosis |
Determined by Breed
|
Willpower |
Determined by Tribe
|
Step 8: Finishing Touches
- Merits & Flaws (Optional):
- Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.**
- Freebie Points (Spend 15 to Customize Further):
Trait |
Cost Per Point
|
Attribute |
5
|
Ability |
2
|
Background |
1
|
Gift |
7
|
Willpower |
1
|
Rage |
1
|
Gnosis |
2
|
Plots
Active Plots
Werewolf/A Thousand Cuts
|
The Sam Houston National Forest is in a bad way. The spirit of the forest, a mighty Elk Spirit, became corrupted, and during the efforts to cleanse the once might spirit, it was instead destroyed. Leaving us with a seed, and a dying forest.
Unfortunately a dying forest means, logging and the H.T. Mills & Co. have begun marking the forest trees for culling.
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Werewolf/Munchies Treasure Hunt
|
Moon Moon finds mysterious tunnels, and a secret stash of forgotten treasure. There's a mystery afoot, told in the pieces of treasure, who will solve the secrets of Munchie's Treasure Hunt?
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Werewolf/The Juniper Cross Community
|
The Juniper Cross Community School was Founded in the 1920's, originally built by Black educators and community leaders determined to create a safe and empowering place for learning amidst segregation. Named after the resilient juniper tree, the school became more than an academic institution—it was a hub for activism, church meetings, and civil rights gatherings. Over the years, it weathered systemic neglect, while remaining a sanctuary diverse and underserved students to gain an education, befor ultimately closing in the late 1980s, it was partially shuttered, with many wings boarded up. However, the heart of the school remained, figuratively, alive through a host of community programs, such as providing free tutoring, meals on wheels to seniors, free breakfast and after school programs.
But there is a power here, fed through the Juniper Cross community that surrounds the school. The community that built the school with their own hands. The community that filled the school with educators. The community that nurtured their children's education and dreamms in that school.
The Juniper Community has fought a great many battles against much larger enemies, the loss of the school is a mighty blow, but don't count them out yet. For they have many allies both seen and unseen.
- ST NOTE: Juniper Cross Community is a fictional community we have created for our game, but they represent underserved communities across the world that deal with the same very real issues. As such I want to make sure we are respectful of the material we will be using to tell this story of community and resilience. The rules are simple: We do not cause significant harm to the mortals of this community without an ST on board with the idea.
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Werewolf/The Lost Ones
|
Plot Summary: Coming Soon! Similar to picking up your TV remote and flicking channels, you land upon a Crime Investigation documentary. It's nitty and gritty, and you may need to look away. But it does have those supernatural elements involved that so many love in delving deep into CREEPY PASTA Memes! If you love those, this story is for you. Investigation elements will be mad gore, but if that's not for you, then that's okay! There's plenty of Creepy Pasta for everyone. Get your claws sharpened, your boomsticks lock and loaded, and your horror screams practiced. This will be one wild ride!
Plot Level: Risk 2. The Wyrm gets creepy.
|
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