RPG

The Pack

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From publisher blurb: The wolf must hunt, but it cannot hunt alone. Your hunts need the talents and instincts of other werewolves to slaughter the most dangerous prey. Your hunting grounds and families need the watching eyes of those with the blood of the Wolf of the spirit of the Moon. Your pack needs grounding in the world, humans who provide their contacts, expertise, and support. A pack is not a pack without a totem, a warden in the world of Spirit that watches over the entire pack. A pack is family and gang and club and cult, but some werewolves go further. Tragedy drives werewolves apart, leaving the Wolf-Blooded to hold the pack together and herd the surviving Uratha in service to the Siskur-Dah. A pack cannot hunt without knowledge of the broader supernatural world, so accepts a mystic into their ranks. Packs form protectorates & fragile alliances, cemented in rituals of honor or arranged marriage. A packmate joins a Lodge, a mystery-cult that teaches dangerous secrets that empower their whole pack on the hunt. Alone you die. Together you will feast on the blood of your prey. This book contains: The pack from within and without, including a number of sample packs. Other organizations of werewolves, including protectorates and Lodges. New systems for pack creation, hunting nature, and pack tactics. Three new hunting grounds that show different sides to the pack.

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