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To Isolate
Descriptionpublisher's blurb: In this first part, we strip Werewolf the Forsaken down of its fundamental components. Each kit herein takes something we're used to and throws it by the wayside. They leave werewolves alone in an unknown world to face whatever comes their way. When Uratha first change, their lives are awash with alienation and pain. There's no structure. There's no security blanket. When we remove structure, we aim to tell wonderful Coming of Age stories. The game, as written, assumes a great deal of control on part of the Uratha. They choose when they shift, when they conduct epic hunts, and when to bargain with spirits. Without that control, The Moon's Curse has werewolves as immortals that shift only during the full moon, and when wounded to the point of death. They leave bodies in their wake, but don't remember their vile hunts. Packs are the most common organization amongst Uratha. But what if you're playing a game with only one werewolf? What if the werewolves are not pack creatures, but instead solitary predators? Lone Wolves shows us stories where werewolves keep to themselves and trust only as far as their claws can grasp. Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video Marketplace |
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