Werewolf: The Dark Ages (Werewolf: The Apocalypse) by Heather Curatola, Harry Heckel, Forrest Marchinton, Deena

By Heather Curatola, Harry Heckel, Forrest Marchinton, Deena McKinney

Wolves on the Door

The vampiric lords of the lengthy evening declare supremacy over medieval Europe - and but they preserve to their castles and cathedrals, worriedly gazing the forests among. for nice wolves hunt the wild locations and velocity the roads, and howls of anger echo around the moors. by means of day they stroll as people - and while the moon rises, their hunt starts off. they're the werewolves fo the darkish Ages.

Rage around the lengthy Night?

Werewolf: The darkish a while is a complement permitting Werewolf: The Apocalypse gamers to discover the medieval global of Darkness from the Garou's standpoint. This e-book comprises absolutely anything you'll wish for adapting werewolves to the darkish a while surroundings, from info at the tribes of the time to instructions for crossing over with Vampire: The darkish a while. even if you must test a very diversified spin on medieval horror fable, recreate the deeds of your modern-dayGarou's ancestors, or maybe supply the Lupines on your Vampire: The darkish a while online game a few genuine the teeth, this is often the booklet for you.

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Hengeyokai: Shapeshifters of the East (Werewolf: The Apocalypse)

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The Wheel of a while turns progressively to the age of blood and fireplace, the age that the Westerners name the Apocalypse. The ghostly roars of battles but to return resound within the Yang geographical regions, and the cries of untamed devils echo among mountaintops. And the beast-changers, the moon's youngsters -- the hengeyokai -- pay attention all of them. The tigers watch the sunlight descend; the goblin spiders move slowly within the shadows; the foxes whistle to each other; the dragons less than the mountains wake. The time of serious battle is here.

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Families watch because m y juggling, pole vaulting, acrobatics, and tightrope walking amazes them (and occasionally fills them with concern when m y act looks particularly hazardous). The thieves come to study my actions. Many thieves can pole vault, walk tightropes, and perform various feats of acrobatics, but none have m y skill. In a way, it's a form o f research for them. And it is true, though I hate to admit it, that m y talents are occasionally put to less-thanhonorable uses. On one of the last few days of our show, a large part of our troupe often stages some complex burglary.

The Riddlemaster has a +1adjustment to his Armor Class. ), except for resurrection survival. The only die rolls that common sense doesn’t affect are surprise, initial character generation rolls, hit die rolls, resurrection sur- vival, and monster damage rolls. Riddling and Rhyming: By chanting certain riddles and rhymes, a Riddlemaster can influence an audience‘s reactions. This ability functions in all ways as the True Bards influence reactions ability. Special Hindrances: None. Skald I - Specialty: Viking Poet/Warrior.

Notes: Jesters can be a lot of fun if properly played with the right gaming group. However, this character kit can be devastating to an overly serious campaign. It is strongly suggested that both DMs and players discuss the ramifications of the kit and how it will fit into the game if allowed. Jongleur Specialty: Juggler/Acrobat. Qualifications: Jongleurs must have a Dexterity of 14 or more (other ability scores, standard). Gnomes can advance to the 9th level as Jongleurs. Halflings can attain 12th level.

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