Your pack once used to be feared & respected. The key word being used to. Now children are disappearing & everyone is watching you and your pack.
Description:
Your pack once used to be feared and respected, The key word being used to. You have picked yourselves up from the ashes of your failure and even have succeeded in getting a new totem. Things in your territory have been quiet lately. Then the reports started coming in from not only the spirit world but also reports from local newspaper and media outlets. Children have started disappearing. That would be bad enough but the majority of them are doing so right in your backyard...and the eyes of the other packs in the area are looking at you expecting answers.
Your pack comes across a camp where everyone has been slaughtered, clearly the work of a ridden or other spiritual entity. You must now defend your territory against them.
Description:
Your pack comes across a camp where all seem to have been slaughtered. It is apparent this is the work of a ridden or other spiritual entity. You must now defend your territory against the spirits. This is the second of three events all following a continuing storyline. You do not have to play in all three in order to enjoy any one of the events.
The powerful spirit of an abandoned mental asylum has decided the players are his pack. Barney, as the spirit calls itself, has given the pack a great deal of power in exchange.
You're one of the lucky ones who got onto the TV show called Haunted Places. After the first night at the haunted house, something is going on. Is the show behind it, or is something more?
Description:
You have been chosen to take a place on a small local network reality show called Haunted Places run by Chuck Dixie productions. The show takes people from different walks of life and puts them up for a single night in a "haunted house" to see what happens. While the venue does seem legit (a old derelict mansion on the outskirts of town) the production company seems less interested in discovering the truth and more interested in getting their big break. As the night goes on people start to get cranky, even scared, but the question soon comes to be...is the production company behind this or is there more going on? Pre-generated characters provided, or you can make your own starting basic build werewolf.
This is the 4th year of this story! Brimstone's in the air, metaphorically speaking. Ever since that loci was uncovered last year things have started to just feel, electric. Its the calm before the storm, and its going to be a monster. Bring your own 150 point Forsaken or play a Pre-Gen.
The hunt is crucial to a Werewolf and to partake in it is one of the most sacred tenants of the Oath. The wind on one's face, the thrill of the chase, and the smell of the kill will move a Werewolf's like few other things can... but sometimes, they don't get to be the hunters sometimes the prey comes with guns and a plan.
Your pack has finally got everything together. Your Territory is secure, your totem is pleased. Everything seems to be going right, until a stranger enters your territory. Everywhere he goes, disaster strikes. His very presence upsets the spirit world.
Not all of the Forsaken are so lucky to live in the country some are, forced to live in the city. Territories are small and tightly clustered often the neighbors suck. Your neighborers are Pure and they got to go! Gotta knock 'em down and make damn sure they can't get back up again.
Two nights ago a pack mate caught a scent that turned his fur white and sent him into convulsions. Now you're looking for what carries the scent. This is the third installment at Gen Con. So bring your own 130 point Forsaken or play a pregen.
Don't let the Man get you down. Times can be tough if you and your pack gotta get jobs to pay for your weed and Cheetos. And if dealing with the Soccer Moms and shoplifting teens ain't bad enough, some clown down at Picadilly's is serving up human flesh with the banana cream pie.