Monkeywrenchers![Attached Image](/board/uploads/post-74340-1699076700.jpg)
You’ve run with a pack — a large, decentralized, geographically disparate pack — of Garou whose collective aim is to completely fuck up the efforts of Pentex Group fronts specifically. Okay, it’s less of a pack and more of a movement, but that’s not important. What’s important is that the Monkeywrenchers share information with one another about which fronts are active, where, and how to hamstring them. These dumb sons of bitches always have an embarrassing amount of documentation and data that shows who’s supporting what, where, and when the next supply delivery happens. You and the other Monkeywrenchers have figured out some of the most effective ways to undermine Pentex Group logistics and operations, and you’d almost feel bad for the poor suckers doing the grunt work, but — nah, fuck them. Play with fire, get burned.
• Demagogue: You know how to rile up the workers. Once per story, whenever you attempt to sway a human crowd into violent action, you may add two dice to the relevant pool to do so.
•• Firebug: You have a knack for setting structures on fire, using only the poorly protected materials that workers often leave on site. If you can spend a number of days preparing beforehand, as the Storyteller decides (two for a low-security operation, on up to seven for nigh-flawless security), you can trigger a structure fire at the exact moment in the scene you choose, regardless of whether you‘re present, having prepared the conflagration beforehand. The precise effect of the fire is subject to the Storyteller’s discretion but it should always yield some kind of positive effect to your plan’s execution.
••• Blowout Bash: Once per story, you can stage an event such as a benefit concert, fundraiser, protest, or rally that draws public attention to the cause or crisis you declare. At your option, things can also get ugly, drawing negative attention to the subject but causing no significant physical damage. For better or worse (usually worse…), your own Fame increases by 3 locally for the remainder of the session, as you’re in the spotlight for the event.
•••• Delegator: You’re adept at the art of shifting blame and avoiding accountability. Gain two dice to relevant pools whenever you attempt to convince someone that the results of your actions were actually set in motion by someone else of your choosing. Other Garou appreciate this practice… in practice… but are wary of what it says about you. You’re at -1 dice pools to Social tests with werewolves during a scene in which you make use of this effect.
••••• Paper Trail: If documentation exists that can tie a Pentex front to a specific transgression, you can come up with it, whether by finding it yourself or by some other Monkeywrencher pointing you toward it, or, optimally, discovering it during some activity within the story itself, such as by opening the right drawer in a desk. You may use this effect once per chronicle — and either Pentex operations become aware of you (even if their front is compromised), or you can give up a fellow Monkeywrencher (who’ll know you burned them).
Project Twilight![Attached Image](/board/uploads/post-74340-1699076731.jpg)
Project Twilight, Operation Crow’s Nest, Special Affairs Division: Whatever you want to call it, it’s a fed-funded kill-squad. They’re not all the same thing… but they’re all the same thing, if you know how to look at it. And however you look at it, you’ve got some dirt on the organization that you can use to influence its operations. It’s really dangerous shit — whatever the reason, you’ve got some sway over one (or numerous…) extremely well-funded governmental organizations that exist to stamp out the werewolf menace. And that’s
you.
You’re the menace. And here you are, fucking around with it like it won’t readily line you up in the crosshairs the moment it rolls up whatever patsy ruse you’ve tricked it into doing. You’re going to get the whole pack killed, and the dossier on some bureaucrat’s desk is going to double in size. No, seriously, what the fuck are you doing?
• Improper Procedure: Once per story, you can make a minor but relevant piece of evidence (a photograph, a file folder, a DNA test result) disappear, whether as a result of luck, knowledge of process, or being childhood friends with someone on the scene. The effect is up to the Storyteller, but it should provide some small benefit to you or your pack.
•• Airtight Alibi: Once per story, you can provide (false) proof of being somewhere you weren’t. The downside is that the proof is on federal departmental letterhead, and it’s both classified and redacted. How’d you get your paws on it?
••• Stolen Valor: Project Twilight might be an off-the-books wetwork squad, but it’s an effective one, and you were instrumental in its success in taking down a notorious Unusual Threat. Once per story, you can claim credit for this kill to gain three bonus dice on a Social test when it might matter — for example, “Listen to me: I’m the Garou who throated Bloodjaw!” Subsequent Social tests in the same scene suffer a one-die penalty for you, because you come across as boastful, overbearing, dubious, or whatever’s appropriate. Should your false claim to the kill become known, well, you probably have a thrilling new problem to deal with.
•••• Heads Up: Once per chronicle you learn critical details (when, where, personnel) beforehand for any direct action that Project Twilight plans to take against your pack, if any.
••••• The Red Phone: A well-placed somebody in the organization owes you a favor. Once per chronicle, your go-between agrees to take action on your “anonymous tip,” or however you choose to make your wishes known. In effect, you gain five dice to distribute as you like on any roll(s) involving the operation of werewolf-hunting organizations. If the attempt (or any of the attempts, if you distribute the dice across multiple actions) fails, you earn the attention of an active, systemic (see p. 211) enemy.
Umbral Traveler![Attached Image](/board/uploads/post-74340-1699076756.jpg)
The Spirit Wilds constitute a mystery even to the Garou, whose animistic outlook makes them familiar with the spirit world but not strictly of it. Although it is an ever-changing place of thought, spirit and emotion, some truths and even locations within its mirror-shadows remain constant… to a certain degree. Certainly, things can change at a moment’s notice, especially during the era of Apocalypse, but to those Garou who make explorations of the Umbra their specialty, one can understand the rules of the spirit world if one knows what to look for — at least for now.
• Silver Steps: In the Umbra, the Garou leaves behind silvery footsteps that only they themselves can see, which helps them find a way back across the Gauntlet once it’s time to return. The Difficulty to return to the physical world from the Umbra by using the Rite of Shadow Passage is reduced by 1 when you’re the Rite master (see p. 180).
•• Web Music: You have observed the movements of pattern spiders (see p. 254), and once per scene, when their webs are present, you may pluck those strands like musical strings and draw the attention of any single pattern spider present, whether visible or otherwise. This signaling doesn’t make the spider predisposed toward you by any means, but it attracts the spirit’s attention infallibly.
••• Underworld Initiate: You’re aware that there are parts of the Umbra — you think — that belong to a different kind of spirit and a different timbre of emotional resonance. Although you can’t communicate with them inherently (unless they choose to communicate with you), you can see what can only be described as “ghosts” when they’re present in portions of the Umbra or when they haunt the physical world. They can’t hide from you unless they use specific supernatural powers that allow them to do so.
•••• Spirit Sustenance: You are particularly attuned to the spirit world, and you suffer only Superficial Health damage when you fail to spend Willpower to stay in the Umbra for a protracted period of time (see p. 230, though enough Superficial damage eventually becomes Aggravated, as normal).
••••• Chthonic Secret: You’re the current keeper of a monumental Umbral secret, such as the location of a powerful spirit’s demesne or the hunting grounds of a legendary Garou spirit, handed down to you by the previous keeper of the secret, and so on up the chain of spiritual duty. What you do with this knowledge is up to you, but whatever puissant spirit the secret is about knows you know. You should get the Storyteller involved with this one.
Renunciate of Fenris
The fate of the Cult of Fenris is a matter of much debate among the Garou. The Cult perspective, of course, is that its members know what they’re doing, and that only a Wyrm-weakened coward would even question their willingness to go fangs-first at the throat of the Great Defiler — especially from a no-risk place on the sidelines. Outside the Cult itself, what happened is less clear. One theory is that the Incarna Wolf was tricked by an aspect of the Wyrm and now serves as thrall to that spirit. The other theory is that some aspect of the Wyrm actually slew Wolf somehow, and the tribe now unknowingly follows that unknown spirit’s patronage. The most likely theory is also the most straightforward: that hauglosk has, in fact, claimed the Cult, and Wolf brooks no dissent in his followers. But of course, until Wolf or another great spirit offers some kind of verifiable proof of the truth, that truth remains one of the mysteries of the spirit world.
Not every member of the Cult of Fenris followed their fellows down the path of hauglosk. Some broke their compact with Wolf once they saw the direction the tribe was headed and pledged themselves to another tribe.
• Bootlicker: Even among werewolves, the Cult of Fenris has a violent reputation and a predilection for following strongman-type leaders. As a bootlicker, you find your purpose in being pointed toward a “threat” by the actual autocrats. Once per game session, you regain one Willpower after a Garou of greater Renown than you orders you into a conflict during which you spent Willpower on a reroll.
•• Repudiated Cultist: Esteemed Garou were present during your renunciation of Fenris and made you a bit of an example for others. Your Renown is considered one lower than its actual value during social interactions at moots. However, none may question your ferocity — if you ever have a situation that would cause you to Lose the Wolf because of a failed Rage check, you may make an additional Rage check; if it succeeds, your Rage remains at 1 instead of dropping to 0.
••• Unbroken: Despite renouncing Wolf, the great spirit’s patronage taught you fearlessness that persists within you. When a Gift or other supernatural effect would engender fear in you, you may gain two dice with which to resist, when such an advantage is possible. Should you do so, however, you lose one die to resist frenzy for the remainder of the scene.
•••• Channeled Fury: Fenris’ asperity remains strong in you. Once per scene you may opt to automatically succeed at any single Rage check to activate a Gift with a pool roll, but you also incur an extra Brutal result on that pool roll.
••••• Last Howl: You have witnessed firsthand the effects of hauglosk, having watched the glint of fanatical zeal fall kindle in your compatriots’ eyes — but not so in yours. Once per chronicle, if you mark your last hauglosk box, you may make a Rage check; if that Rage check fails, untick that last hauglosk box. Congratulations: You’ve fought your way back from the brink.
The Black Spiral
Many Garou believe the Black Spiral to be hidden somewhere in the depths of the Umbra — probably a portion of it foully proximate to the Wyrm, or somehow in what amounts to its attention, if such a statement can be accurate. Other Garou believe the “Black Labyrinth” to be a location in the physical world, or even a metaphorical location that moves throughout the physical world, to places where human defilement proves most satisfactory to the Wyrm… again, if it can be said that the Wyrm “prefers” things.
Whatever the case, the Black Spiral is a place of import to the Wyrm-aligned of the like-named tribe (see p. 277). Some combination of a hellish caern and a crucible where would-be Black Spiral Dancers are broken down and forged anew, it’s at once a place, a spiritual horror, and a relentlessly cruel outlook on the world. It may be the locus of the final cancer that consumes Gaia herself.
• Black Spiral Glyph: Any Garou who knows the glyph can represent the Black Spiral, but among servitors of the Wyrm, the glyph itself possesses nuances that most Garou don’t know. You know how to convincingly make the true Black Spiral glyph, which you might use as bait or to mislead others, but those who know you possess this ability are suspicious of you, if not outright hostile, and you suffer a -2 to all Social dice pools when interacting with those Garou, your present pack excepted.
•• Bad Company: You have contact, and perhaps even a sort of strange trust, with a Black Spiral Dancer, a remarkably stable fomor, or even a vampire or other supernatural creature that has some association with the foulness of the Wyrm. Once per story you can call upon this… well, not “friend,” exactly, but they can give you information about other Wyrm creatures, the Black Spiral Dancers in particular, or the occult in general. Your Renown for social interaction drops by 2 for the remainder of the session in which you do so, or for the entire next session, at the Storyteller’s discretion.
••• Spiral Cyst: Vile burrows or refuges scarred with the Black Spiral glyph mar the world, serving as bolt-holes for agents of the Wyrm. You know the location of one such place in your territory, and you can temporarily subvert it as a secure Safe House (see p. 98) in which you are Zeroed (see p. 103) while you hide there. If your awareness of this place becomes known among Garou, you are likely to have much to answer for.
•••• Inviolate: One particular Wyrm-aligned spirit refuses to harm you, even if it don’t know who you are, owing to some secret pact forged in a forgotten time. As great as this arrangement may seem, if anyone sees the spirit avoid you or show deference… you get the picture. Decide upon this Wyrm-spirit’s identity (and rank in the hierarchy) with the Storyteller.
••••• Solving the Labyrinth: Once per story, you can attempt to persuade a Black Spiral Dancer to emancipate themselves from the horrors of Bat’s patronage. To do so, you must completely isolate the subject and make a test (of Intelligence or Charisma + Insight, far away from the influence of cruel spirits who would rather keep that Garou as they are. Roll once per three nights of breaking Bat’s hold; you win after achieving a number of successes equal to twice the subject’s Willpower. How they react to such deprogramming, or how functional they are in any subsequent society, is a huge question mark. Do they even want a new patron spirit?