The Beast Fears Fire - Werewolves
Werewolves [Ignorance 5]
Impulse - To murder and cause murder. Fantasy taxonomy is a funny thing. Werewolves do spend some time in a sort of Lupine form (moreso than Blood Wolves), but we're listing them as cruelties, and the reason being is that we know damn well where werewolves originate. Of all the cruelties, werewolves are the variety we understand best. We just tend to ignore a lot of the implications of werewolves, because their existence is pretty strong evidence that, even though magic is normative, it is not always just.
A person risks becoming a werewolf when they witness death, usually traumatic, usually in numbers, usually in violence. The risk increases for sole survivors. In the forests, in the wake of three generations of war and disease, there's not shortage of these people, and with the drop in population, there is a lot of movement, so no one really knows their neighbors as well as they used to. This is perfect hunting for a werewolf.
During the day, a werewolf is a person. This person will never have any recollection of their nocturnal activities or their status as a cruelty and a killer. There are no signs, no line of questioning will get the werewolf to reveal what they do not know. At night, the werewolf takes a different form. This one is shadowy, indistinct, and, like many cruelties, kind of hard to look straight at. The mind doesn't fully process what the eyes see when they look at a werewolf, just something that looks a lot like a wolf.
Maybe.
Harm - 4 or Hard Move and Soft Move. Werewolves are incredibly strong and fast, and will gladly tear into anyone they see with fang and claw if confronted, but they much prefer to kill the sleeping, the inattentive, the weak, and do it messily, then sit back and wait for the town to go crazy trying to find the werewolf. Werewolves aren't subtle, but they are incredibly hard to track. They will leave no doubt that some lupine horror is stalking a settlement and lots of dead-end trails and false clues to implicate others, because the only thing more gratifying to the werewolf than killing seems to be seeing someone else kill an innocent because of them.
Are you a Werewolf?
When you are hunting for a werewolf, face Ignorance.
On a Hit, you can determine a list of likely suspects (one of which is the werewolf) or eliminate a name from the list.
On a Hard Hit, you can determine a list of likely suspects and eliminate a name from the list or eliminate up to 3 names from the list.
On a Miss, the Moderator gets a Hard Move (usually killing someone offscreen) and a Soft Move (usually implicating an innocent or you).
Calls me on the phone, tells me all the ways that he's gonna mess me up
Werewolves are reasonably well known, but they are also close enough to enough other things that they are even harder to correctly identify before they've had their way with a settlement. In the west, they don't see a distinction between werewolves and great wolves, and a sufficiently clever and murderous great wolf can confuse the issue enough to keep investigators off their trail. Likewise, Barghests sometimes use werewolf legends for cover and as an amplifier for their evil ways.
To make matters worse, werewolf attacks can trigger an outbreak of Blood Wolves, accelerating the pace of the killing and making the mystery that much harder to untangle.
As icing on the horror cake, a large proportion of sole survivors are survivors of vampire epidemics. It's happened a few times that a settlement has successfully put down a werewolf only to have it then rise as a vampire. Sometimes the invisible world just wants you dead.
Impulse - To murder and cause murder. Fantasy taxonomy is a funny thing. Werewolves do spend some time in a sort of Lupine form (moreso than Blood Wolves), but we're listing them as cruelties, and the reason being is that we know damn well where werewolves originate. Of all the cruelties, werewolves are the variety we understand best. We just tend to ignore a lot of the implications of werewolves, because their existence is pretty strong evidence that, even though magic is normative, it is not always just.
A person risks becoming a werewolf when they witness death, usually traumatic, usually in numbers, usually in violence. The risk increases for sole survivors. In the forests, in the wake of three generations of war and disease, there's not shortage of these people, and with the drop in population, there is a lot of movement, so no one really knows their neighbors as well as they used to. This is perfect hunting for a werewolf.
During the day, a werewolf is a person. This person will never have any recollection of their nocturnal activities or their status as a cruelty and a killer. There are no signs, no line of questioning will get the werewolf to reveal what they do not know. At night, the werewolf takes a different form. This one is shadowy, indistinct, and, like many cruelties, kind of hard to look straight at. The mind doesn't fully process what the eyes see when they look at a werewolf, just something that looks a lot like a wolf.
Maybe.
Harm - 4 or Hard Move and Soft Move. Werewolves are incredibly strong and fast, and will gladly tear into anyone they see with fang and claw if confronted, but they much prefer to kill the sleeping, the inattentive, the weak, and do it messily, then sit back and wait for the town to go crazy trying to find the werewolf. Werewolves aren't subtle, but they are incredibly hard to track. They will leave no doubt that some lupine horror is stalking a settlement and lots of dead-end trails and false clues to implicate others, because the only thing more gratifying to the werewolf than killing seems to be seeing someone else kill an innocent because of them.
Are you a Werewolf?
When you are hunting for a werewolf, face Ignorance.
On a Hit, you can determine a list of likely suspects (one of which is the werewolf) or eliminate a name from the list.
On a Hard Hit, you can determine a list of likely suspects and eliminate a name from the list or eliminate up to 3 names from the list.
On a Miss, the Moderator gets a Hard Move (usually killing someone offscreen) and a Soft Move (usually implicating an innocent or you).
Calls me on the phone, tells me all the ways that he's gonna mess me up
Werewolves are reasonably well known, but they are also close enough to enough other things that they are even harder to correctly identify before they've had their way with a settlement. In the west, they don't see a distinction between werewolves and great wolves, and a sufficiently clever and murderous great wolf can confuse the issue enough to keep investigators off their trail. Likewise, Barghests sometimes use werewolf legends for cover and as an amplifier for their evil ways.
To make matters worse, werewolf attacks can trigger an outbreak of Blood Wolves, accelerating the pace of the killing and making the mystery that much harder to untangle.
As icing on the horror cake, a large proportion of sole survivors are survivors of vampire epidemics. It's happened a few times that a settlement has successfully put down a werewolf only to have it then rise as a vampire. Sometimes the invisible world just wants you dead.
Published on December 24, 2012 09:04
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