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V5 - W5 - Under A Changing Moon - 7UIzJP

Under a Changing Moon is a narrative designed for Vampire: The Masquerade or Werewolf: The Apocalypse, where players must plan and execute a heist to stop a cult from gaining supernatural power. The story unfolds in a rundown neighborhood with themes of manipulation, trust, and deception, as players navigate challenges from both the cult and rival supernatural entities. The document outlines the structure of the story, including chapters on planning, executing the heist, and escaping, along with character strengths and story considerations.

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0% found this document useful (0 votes)
2K views60 pages

V5 - W5 - Under A Changing Moon - 7UIzJP

Under a Changing Moon is a narrative designed for Vampire: The Masquerade or Werewolf: The Apocalypse, where players must plan and execute a heist to stop a cult from gaining supernatural power. The story unfolds in a rundown neighborhood with themes of manipulation, trust, and deception, as players navigate challenges from both the cult and rival supernatural entities. The document outlines the structure of the story, including chapters on planning, executing the heist, and escaping, along with character strengths and story considerations.

Uploaded by

Bruno Fernando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Season Five

UNDER A
CHANGING
MOON

A STORY FOR VAMPIRE: THE MASQUERADE OR WEREWOLF: THE APOCALYPSE


UNDER A CHANGING MOON
Author: Jose Garcia
Developer: Juhana Pettersson with Kevin Schluter
Producer: Kevin Schluter
Art Director and Graphic Design: Sarah Robinson
Illustrators: Maichol Quinto and Paradox Artist(s)
Copy Editor: Brendan Rabon
Cultural Consultant: Logan Boese
Proofreader: Nathan Gerber

WORLD OF DARKNESS TE AM
Vice President: Sean Greaney
Editor: Karim Muammar
Art Director: Tomas Arfert
Marketing Manager: Jason Carl
Partnerships Manager: Dhaunae De Vir
Community Developer: Martyna “Outstar” Zych
Licensing Manager: Nikola Filipov
Campaign Manager: Viktor Bovallius

RENEGADE GAME STUDIOS


President & Publisher: Scott Gaeta Lead Developer, World of Darkness: Juhana Pettersson
Finance Controller: Robyn Gaeta Playtest Coordinator: Marcus E. Burchers
Vice President of Operations: Leisha Cummins Marketing Manager: Jordan Gaeta
Vice President Sales: Andrew Lupp E-Commerce Manager: Nick Medinger
Senior Producer, Board & Card Games: Dan Bojanowski Event Manager: Sara Erickson
Producer, RPGs: Kevin Schluter Organized Play Manager: Trevor McGregor
Associate Producer, Board & Card Games: Kane Klenko Project Manager: Rachel Del Rio
Associate Producer, Heroscape: Lee Houff Customer Service Manager: Jenni Janikowski
Associate Producer, RPGs: Ben Heisler Finance Specialist: Madeline Minervini
Director of Visual Design: Anita Osburn Creative Production: Noelle Lopez & Gordon Tucker
Creative Director, Games: Jeanne Torres Customer Service: Bethany Bauthues
Creative Director, RPGs: Sarah Robinson Community Coordinator: Anais Morgan
Senior Game Designer: Matt Hyra Sales & Marketing Coordinator: Sophia Gambill
Game Designers: Alex Davy, Dyllan Fernandez, Dan Community Specialist: Rina Amaranthine
Blanchett, Christopher Chung, & Sarah Rowan

© 2025 Paradox Interactive AB. VAMPIRE: THE MASQUERADE, WEREWOLF: THE APOCALYPSE, and PARADOX INTERACTIVE
are trademarks and/or registered trademarks of Paradox Interactive AB in Europe, the U.S., and other countries. Any other trademark, logo,
and copyright is the property of its owner.

Visit the World of Darkness online at www.worldofdarkness.com


Table of Contents
Introduction 4
Background 4
Story Structure 5
Goals and Themes 5
Running a Heist 6
Story Considerations 6

Chapter One: Make Plans 8


Motives and Leads 8
Prep Work 9
Strategies 10
The Fight Outside 11

Chapter Two: The Estates 12


Ground Floor 12
Second Floor 12
Third Floor 13
The Rivals 13

Chapter Three: Securing the Score 14


Where’s The Score? 14
The Rivals, Revisited 15
The Ceremony 15
Keystone Strikes 16

Chapter Four: Get Down, Get Out 17


Means of Escape 17
Pedal to the Metal 18
Epilogues 18

In Chronicles 19
Appendix I: Antagonists 20
Balm Cultists 20
The Captive and Infiltrators 21
Keystone Agent 22
Rivals: Leeches & Lupines 22

Appendix II: Players’ Characters 24


UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

INTRODUCTION Everyone is a moon and has a


dark side that he never shows
to anybody.
—Mark Twain

I
n a rundown neighborhood, a cult performs
strange rituals on those seeking healing and
transcendence. Supernatural entities sense an
Mature Content Warning
Vampire: The Masquerade and Werewolf:
opportunity and seek to infiltrate the cult with their
The Apocalypse address the darkness in
underlings, but things deteriorate.
our world through horror stories. This story
This is the basic situation the players’ characters in
contains references to physical and religious
Under a Changing Moon step into. The story is designed
abuse, body horror, death, and disease.
to be played either with Vampire: The Masquerade or
Established troupes probably expect these
Werewolf: The Apocalypse. If the players’ characters
sorts of themes to appear. If you’re running this
are vampires, the infiltrators they find complicating
story as a single-session story, ensure players
matters with the cult are werewolves. If the players’
know what sort of game this is when recruiting
characters are werewolves, it’s vice versa.
them. For newly formed troupes using this story
To make things worse, the infiltration didn’t go as
to start a chronicle or test out the game, the
planned by the leaders of the vampires or werewolves.
calibration techniques and tools provided in
From the outside, it looks as if a human cult has gained
the Advice for Considerate Play appendices in
access to real supernatural power, presenting a threat to the
Vampire and Werewolf may be helpful.
Masquerade and the Veil. This has to be halted, providing
the impetus for the players’ characters to intervene.
The players’ characters must stop the cult by planning
and executing a heist to retrieve either the leader or
the powerful supernatural device he once owned. The Background
cult, a monster born from the cult’s hubris, a landlord’s This section contains all the background information
death squad, and a rival crew from another supernatural required to run Under a Changing Moon.
society test the players’ characters’ plans.
As the players’ characters interact with the cult, they The Tragedy of Barleyridge
also run into their rivals, the infiltrators who sought to
Barleyridge was a historically significant neighborhood,
benefit from these humans.
once home to several local celebrities.
Under a Changing Moon is designed as a single, four-
One day, a private aircraft shipping a proprietary
hour event for four to six players portraying the coterie or
chemical crashed half a mile from Barleyridge and its
pack provided in this story (p. 24).
sister neighborhoods. The noxious cloud from the crash

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

killed dozens, injured hundreds, and severely damaged At the rooftop garden, the group carries out the
the structures of any building caught downwind. It was heist. It runs into various obstacles, such as a follower
the city’s worst disaster. The chemical, those responsible transformed into a monster, a strike team’s assault, or
for shipping it, and the crash’s cause remain mysterious. the last-minute intervention of their rivals. They must
Over the next decade, most affected neighborhoods improvise an escape.
recovered, but not Barleyridge. Political incompetence
and an economic downturn made a full restoration
impossible. Residents experienced horrific and
Chapter by Chapter
The story itself is presented in four chapters:
unexplainable sicknesses. Many moved away, and the
• Chapter One: Make Plans covers in-character ways
neighborhood decayed.
to take on and prepare the heist and general heist
Real estate companies now snap up neighborhood
mechanics and guidelines.
tracts for redevelopment and evict the remaining
residents. One such company, Weston Taylor Investment • Chapter Two: The Estates is a floor-by-floor look
Group, recently bought Summer Balm Estates, a at the apartment building and the group’s possible
building with an organized squatter problem. obstacles.
• Chapter Three: Securing the Score describes the
The Rise of the Balm rooftop garden and how to complete the heist. It also
Ten months ago, a New Age movement claimed an describes a potential botched ritual and the chaos that
empty building. The group emerged two years ago ensues.
but had remained nameless until the building became • Chapter Four: Getting Down, Getting Out provides
Summer Balm Estates. Locals now call them the “Balm.” ways to escape with their goal and the final obstacles
The Balm began as a series of spirituality courses run the players’ coterie or pack could face.
by Wendy Pemberton, now known as the “Aegis.” She
developed a dedicated following through meditation,
“psychic surgery,” and elaborate rituals held during phases
of the Moon. They believe the Moon is a living force that
Goals and Themes
enlightened people can channel and control. The arrival and These goals and themes serve as the bedrock of the story,
assistance of a rogue coterie or pack further encouraged her. no matter how the actual events play out.
The Balm presents itself as a force for good. Its
detractors call it a cult that demands ownership of its Player and Storyteller Goals
members’ time, labor, and wealth. When the Weston The goals of the players’ characters in this story are:
Taylor Investment Group discovered their presence, they • Discover an effective means to reach the rooftop of
secretly hired Keystone Security to evict them violently. Summer Balm Estates.
• Obtain at least one objective safely (the staked vampire
Story Structure and the artifact for Kindred, the Talisman, and the
captured werewolf for Garou.)
Under a Changing Moon is centered around a player-
• Escape Summer Balm Estates with their objective
driven heist and thus only has a few formal scenes. This
while maintaining the Masquerade or Veil.
section describes the overall narrative.
The goals of the Storyteller are:
Treatment • Depict a worn down, exhausted urban landscape and
its populace.
Over a few quick scenes, the pack or coterie plans a heist
on a cult residing in a rundown apartment building. • Portray members of a cult who demonstrate a clear but
They learn their target is on the rooftop garden and must heavily confused understanding of the supernatural
find a way there. During the heist, they discover the cult’s world.
activities and worldviews, the people who joined them, • Create an atmosphere of tension, ready to explode in
and a rival group of supernatural creatures. the final chapter.

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Themes this narrative can’t account for. Look over the players’
chosen character sheets carefully and prepare to alter the
The following themes should be considered when you
story to accommodate their playstyles. The following
improvise new characters and events.
table denotes each player’s character’s strengths.
• The Line Between Victim and Victimizer: A
If They Earn It, They Get It: Don’t be afraid of a
predator attempts to manipulate seemingly innocent
successfully executed plan. In a heist, the score is only
victims only to empower their schemes.
half the story. There are plenty of challenges arising from
• The Limits of Trust: The Balm’s congregation is the Balm (who don’t want their things stolen), the strike
willing to say anything to get what they want or just team (who don’t care about collateral damage), or their
stay alive. Not every infiltrator is an unwilling hostage. rivals (who’d really like what they have.)
• The Deception of Danger: Beneath the Aegis’ Use the Unknowns: Both the characters and their
peace-and-love exterior lies a keen mind capable of players can’t know everything about the building or the
manipulating anyone, even supernatural creatures who situation. Use this to your advantage. Blindside them
plan to control her. What first appears as a SWAT team with challenges and setting details that have yet to come
is something far more dangerous. up in the story or those of your own making. These
unknowns should present new dangers, make a situation
scarier, or create new opportunities.
Running a Heist
The following tips could help tell a heist story with a Story Considerations
World of Darkness flair.
This section addresses the story’s unique elements,
Let the Players Plan but Keep It Moving: Players should
depending on whether you’re running it as a Vampire or
have enough time to plan. If that time threatens to cut into
Werewolf story.
the story’s pacing, encourage them to work with what they
have and assure them they can improvise later. Emphasize
ticking clock aspects of the story, such as the coming ritual
or the active rivals to keep a steady pace. As a rule of thumb,
Simpler Terminology
Chapter One should be up to thirty minutes of preludes and The following terminology is used when discussing
planning scenes and at least 30 minutes dedicated to the heist’s elements for both versions of the story:
opening scene. The events of Chapters Two, Three, and Four The Captive: Mays/Plotter-of-Courses (p. 21).
should have an hour each. The Infiltrators: Faberge, Rough Cut, or
Players Will Get Creative: The players portray Einstein for Kindred; Suncharger, John, or Trisha for
characters with human and supernatural competency. Garou (p. 21).
Expect them to approach the story’s challenges in ways The Scalpel: Ruler of Flesh (p. 7) or Shadow’s
Sting (p. 7).

TABLE 1: PLAYER CHARACTER STRENGTHS


Group Name Strengths
Kindred Actuary (p. 25) Leading People, Occult Research
Desecrator (p. 34) Breaking-and-Entering, Stealth
Eyewitness (p. 28) Hacking and Electronics, Social Engineering
Getaway (p. 40) Medical Assistance, Driving
Nightmare (p. 37) Close Quarters Combat, Grappling
Sage (p. 31) Persuading People, Blending In

Garou Corpse Artist (p. 43) Using Firearms, Close Quarters Combat
Encompassing Heart (p. 46) Persuading People, Reading People
Encyclopedia (p. 49) Hacking and Electronics, Object Repair
Odell (p. 52) Leading People, Situational Awareness
Rivercutter (p. 55) Driving, Scouting
Tears-the-Heels (p. 58) Breaking-and-Entering, Stealth

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

As Kindred Barleyridge’s Umbra


The Difficulty of using the Rite of Shadow
Mays, a powerful ancilla, broke from
Passage (Werewolf, p. 182) in Barleyridge is
the Camarilla after being denied a seat
3. Beyond the Gauntlet, the neighborhood’s
on the city’s Primogen council. With
dismal atmosphere is overwhelming. Spirits
a coterie of inexperienced, power-
of destruction, despair, construction, and
hungry vampires, he infiltrated the
conquest intermingle. A few discovery-,
Balm to build an independent Domain with a
renewal-, and healing-spirits roam around
porous Masquerade. Armed with a sorcerous
Summer Balm Estates.
artifact that changes flesh, he thought it’d be easy.
Instead, most of the coterie converted to the The Talisman
cult and staked him. They encourage the Aegis
Shadow’s Sting is a Talisman in the form of a
to use Mays’ artifact and Blood as she desires.
scalpel with a marble handle decorated with
Retrieving and bringing him to whatever
golden runes. Garou use it to make small
punishment the Sheriff sees fit protects the
incisions into the Gauntlet, temporarily
Masquerade and improves the coterie’s social
thinning the Gauntlet to make passage easier.
standing.
The Talisman holds a Wyrmhole Bane.
The Artifact When the Talisman cuts human flesh, it still
cuts the Gauntlet. The open wound attracts
The Ruler of Flesh is a sorcerous artifact created a
spirits likely to possess the human, and the spirit enters
century ago by a Tzimisce blood sorcerer of the Sabbat. It’s a
through the wound. The human is possessed for a night,
surgical scalpel with a marble handle decorated with golden
which causes subtle but lasting mental and physical
runes. Anyone who recently drank the Blood of vampires
changes. Spirits find it increasingly difficult to escape
with knowledge of Protean, including ghouls, may mold
the bodies of repeat subjects, and overuse or initial use
the flesh and blood of anyone they slice with the Scalpel
without full concentration may create a monstrous
until the next sunrise as though they had the Fleshcrafting
fusion of human and spirit. ■
Protean Power (Players Guide, p. 74) with a Dice Pool of
5. Kindred who already possess Vicissitude (Players Guide,
p. 73) find they can reroll one Rouse Check to activate
Vicissitude or any Powers requiring Vicissitude as a pre- Before You Cross Over
requisite. Repeated exposure or improper concentration This story was designed as either a Vampire:
upon initial use may shift the victim into a monstrous form. The Masquerade or a Werewolf: The
Apocalypse story. Coteries encounter a cult
As Garou involved with vampires, and packs encounter
one involved with werewolves. Though their
Plotter-of-Courses, former sept member
rivals are another kind of supernatural creature,
who left to become a Stargazer, convinced
they’re presented mechanically and fictionally as
a few pups into stealing a Talisman and joining his grand
antagonists for a Vampire or Werewolf story.
plan to revitalize Barleyridge. As a pack, they’d infiltrate
This story could be changed to blend both
the Balm and make them a force capable of healing the
games, possibly as a duel between two separate
desolated neighborhood. He hoped he’d create humans
player groups or with a combined group of
more in tune with Gaia and the Umbra.
Kindred and Garou. However, learning two
Instead, the pups joined the cult and bound
different games for a single session can be a big
Plotter-of-Courses in silver chains. The Aegis uses the
task for any player group. Running this story for
Talisman with the confident but insufficient guidance
one game, Vampire or Werewolf, is easier for
of the pups. That Talisman must be recovered. Plotter-
the players and you!
of-Courses or his would-be pack should face the sept’s
justice if possible.

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chapter One

Make Plans
T Kindred Motives and Leads
he coterie or pack, urged by their group’s
purpose or more personal motives, plan a heist on
the Balm. They arrive and encounter an argument As a coterie, Blindfold wants to raid the Balm
they can turn to their advantage and possibly discover to keep the mortals out of Kindred business,
the presence of their rivals. understand the Ruler of Flesh’s abilities, and
The section Motive and Leads provides the pack or perhaps hand over Mays to an influential
coterie with motives they can act on during the story, figure like the city’s Sheriff.
which could also be used for short prologue scenes. The As individuals, each has their own motives and a lead
section Prep Work gives the players advantages during the on the Balm.
heist. Under Strategies, you’ll find guidelines for the heist. • Actuary: He wants a written record of the Balm’s
Finally, The Fight Outside is the heist’s opening scene. secret beliefs or the Ruler of Flesh to add to his copious
The events of this chapter can be played out in two collection. He hopes to get someone on the inside and
ways, depending on the pacing you’d prefer: gets the first chance to Recruit a Mole (p. 10).
• Montage Focused: After running any optional • Desecrator: When they were alive, they knew
scenes from Motives and Leads, start Prep Work as a pretentious jerks like the Aegis in occult circles and
series of short scenes based on the leads of the players’ believe that taking Mays would humiliate her. They get
characters. Then, run The Fight Outside and continue the first chance to Case the Joint (p. 10).
from there.
• Eyewitness: They want video evidence of the Balm’s
• Flashback Focused: After running any optional rituals for their personal collection. They get the first
scenes from Motives and Leads, start with The chance to search for the Blueprint (p. 9).
Fight Outside and continue from there. During the
• Getaway: The Sheriff made a deal: bring Mays to her,
story, allow players to request a flashback or offer an
and she’ll let his feeding habits slide. His connections
opportunity for one based on their characters’ leads.
give him the first chance to hear Sect Advice (p. 9).
• Nightmare: The Coyne Street Lords want to operate
Motives and Leads in Barleyridge and hope their old friend with a bad
skin condition can eliminate the Balm, their closest
In addition to the overall purposes of Blindfold and competition. Through the Lords, she gets the first
Litany’s Claw (p. 9), the players’ characters have personal chance at Word of Mouth (p. 10).
reasons for robbing the Balm. These can be told to
• Sage: She lost Skye Ferrier, a wealthy client, to the
players after selecting their character or played out
Balm and wants her cash cow back. She knows
through quick scenes.
the city’s occult scene and gets the first chance to
investigate local Cults and Movements (p. 10).

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Garou Motives and Leads Each player may have their character participate
in only one prep work scene. Engaging in Teamwork
As a pack, Litany’s Claw wants to raid the
(Vampire, p. 122 or Werewolf, p. 122) in the scene of
Balm to uphold the laws the lost Garou
another player’s character counts as participating in the
Nation once swore by, return Shadow’s Sting to their
scene. If a player fails the test, another player can use
sept, and perhaps bring Plotter-of-Courses to justice.
their character’s action to try with their own version of
As individuals, each has their own motives and a lead
the scene. Players aren’t required to play the prep work
on the Balm.
scenes connected to their character’s lead; they can
• Corpse Artist: The Balm knows too much, and
switch scenes with someone who also hasn’t played their
they want to make a violent example of them. Their
scene yet.
reputation among the local packs gives them the first
Leads player characters may use for prep work scenes
chance to seek Sept Advice (p. 9).
include:
• Encompassing Heart: Oswald’s cousin, Peter Farmer, • Blueprint: The blueprint to Summer Balm Estates is
joined the Balm. He hopes Encompassing Heart can obtained by going to a local library or tax office and
find and talk sense into Peter. Her connections to the making a Resolve + Academics test at Difficulty 2 (to
city’s government give her the first chance to obtain the search the archives and make a copy) or a Manipulation
Blueprint (p. 9). + Persuasion test at Difficulty 3 (to convince an
• Encyclopedia: He wants to prove the sept’s strength employee to make a copy). A win reduces the Difficulty
to the local spirits by recovering Shadow’s Sting. His of any Stealth test in the building with the blueprint
connection to the occult gives him the first chance to in use by 1. A critical win also lets a group member
research Cults and Movements (p. 10). automatically pass a single test of this kind (up to
Difficulty 5) at a margin of 0 once.
• Odell, Who Walks With Justice: Odell wants to
understand the Stargazers as a whole by interrogating • Sect or Sept Advice: Asking the community about
Plotter-of-Courses. His time as a spy gives him the first the Captive is a Charisma + Politics or Streetwise test
chance to Recruit a Mole (p. 10). at Difficulty 2. No matter the result, they learn the
Captive tried to infiltrate the Balm with accomplices,
• Rivercutter: The Balm preys on Barleyridge’s poor
got betrayed, and lost the Scalpel to the Aegis. Table 2
and downtrodden and needs to go. Her connections
determines further information.
with people without housing give her the first chance
at Word of Mouth (p. 10). TABLE 2: SECT OR SEPT ADVICE
• Tears-the-Heels: Recovering Shadow’s Sting restores Win Information Information
Margin (for Kindred) (for Garou)
the sept’s shattered morale. They get the first chance to
Case the Joint (p. 10). 0 Mays cut all ties with Plotter-of-Courses
the court after being abandoned the
denied his Primogen sept as soon as the
seat. news came that the

Prep Work
Stargazers left the
Nation.
An ill-prepared heist is a failed heist. Once the players 1–2 Mays viewed the Plotter-of-Courses
Masquerade with visited the sept in
know the stakes, they can follow their leads to prepare. disdain and gathered secret multiple times
These scenes are quick and involve a single test each. others who felt the to recruit the pups.
same.
Use this framework for running prep work scenes:
3+ Mays doesn’t know The pups committed
• The Storyteller sets the scene and presents the required Blood Sorcery and the actual robbery
test. stole the Ruler of and barely know
Flesh from a chantry. how Shadow’s Sting
• One player’s character is the focus of the scene. They works.
describe the action they take, which is represented by Critical A group of A group of vampires
the test. werewolves search search for Shadow’s
for Mays. Sting.
• After determining the test’s outcome, the Storyteller
describes the consequences of the action of the player’s
character and any information or advantage they gain.

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

• Word of Mouth: Learning about the Balm’s location real challenge. Kindred could force the issue with
is an Intelligence + Streetwise test at Difficulty 2. What Dominate or Presence powers or take the time to
the character learns is determined by Table 3. establish a Blood Bond. Garou could use Animal
TABLE 3: WORD OF MOUTH Magnetism to enhance relevant Social tests.
Convincing or blackmailing them is a Manipulation
Win Information
Margin + Intimidation, Persuasion, or Subterfuge test at
Difficulty 3 for rank-and-file members and Difficulty 4
0 The Balm squats in Summer Balm Estates in
Barleyridge, a neighborhood in disrepair after for a guard.
a chemical spill and forced into unsafe devel-
opment by real estate investors.
1–2 The Balm conflicts with the building’s owner,
the Weston Taylor Investment Group. Strategies
3+ Weston Taylor Investment Group is rumored As the group plans, three general strategies may emerge:
to have ties to private security for secret, raiding, deception, and stealth. A blend of two or all
violent evictions.
three is highly likely as the situation changes.
Critical Weston Taylor regularly hires Keystone Se-
curity (pp. 16, 22), and an attack on Summer When the players use these strategies, use the following
Balm Estates is imminent. guidelines to determine tests and Difficulties on the fly.
Feel free to adjust them to keep your players guessing or
• Cults and Movements: Researching the Balm is an
better fit your game’s pace.
Intelligence or Charisma + Occult test at Difficulty 3.

Deception
What the character learns is determined by Table 4.
TABLE 4: CULTS AND MOVEMENTS
The Balm’s rank-and-file are either disciples,
Win Information
Margin opportunists, or loners. In addition to Persuasion,
Subterfuge, Intimidation, and Disciplines and Gifts
0 The Balm is a new-age community run by
figures known as the Aegis and the Hoplite, capable of influencing others, each responds to different
who are seen as absolute and unquestionable Skills or Backgrounds.
authorities. They believe in the power of love • Disciples want spiritual knowledge from the Aegis.
and its ability to heal all wounds. Those with Occult or Backgrounds related to the
1–2 The Balm believes the Moon is a source of supernatural might find common ground.
transformative energy and engages in rituals
to harness its power. • Opportunists want control over their fellow
3+ The recent appearance of “enlightened ones” congregants. Those with Etiquette can flatter and
convinced the Balm to perform increasingly boost their egos, or enough Resources can buy
esoteric rituals, causing bizarre changes in assistance.
their subjects. Escapees describe a paranoid
culture. • Loners just want to belong. Those with Leadership
Critical The Aegis’s identity is Wendy Pemberton. command their respect, and a character can use their
The Hoplite’s identity is Brian Schiff. Allies or Contacts to provide better support networks.
Gaining a rank-and-file member’s general trust is
• Casing the Joint: Scouting the apartment building
Difficulty 2. Convincing them to perform an action
before the heist is a Resolve + Stealth test at Difficulty 3.
or that the character is a fellow member is Difficulty 3.
No matter the result, it’s obvious the front and back
Any action that requires them to endanger themselves or
ground floor entrances are each guarded by one
harm others is Difficulty 4.
person. A win reveals the cult’s daily patterns, reducing
Difficulties of Persuasion or Subterfuge tests with rank-
and-file Balm members by 1. A critical win also lets a Stealth
group member automatically pass a single test of this The Balm can only do so much to protect their home.
kind (up to Difficulty 5) with a margin of 0 once. A fire escape is attached to two sides of the building.
• Recruit a Mole: Finding a Balm member outside It leads straight to the roof, but it’s flimsy. Ascending it
the compound is easy; making them a mole is the is a Strength or Dexterity + Athletics test, and failing it

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either incurs Health damage or alerts nearby guards to


the character’s presence. Going from the first floor to
The Fight Outside
the second is Difficulty 3, from the second to the third is Use this scene to either give one last chance to prepare (if
Difficulty 4, and going to the rooftop is Difficulty 5. your prep work scenes were montage-focused) or to bring
A single guard keeps watch over both ground-floor groups straight into the story (if the players can use prep
entrances. Each floor’s stairwell has a guard. The first floor work scenes as flashbacks).
has no roaming guards, the second has one, and the third The group arrives at Summer Balm Estates. The
has three. The rooftop has three guards; one wanders, and building is decrepit and spattered with hastily applied
the other two watch the shed. Guards are always suspicious improvements. A lush rooftop garden is visible from the
of the characters unless a fellow Balm member vouches for ground; it spills over onto the building’s sides. A waning
them or they become a mole (p. 10). crescent moon hangs in the air.
The default Difficulty for Stealth and other tests to There’s an argument at the front door. Gary Taylor
avoid detection is 2 on the first floor, 3 on the second and (the landlord) and Bud Collins (a Balm disciple filling in
third floors, and 4 on the rooftop. for a guard) are yelling at each other. Gary’s pressuring
Bud to get out of the way so he can talk to “your master”
Raiding before “things get ugly.” Bud is scared but won’t budge.
The general Difficulty for tests involving both men in
The Balm faces many threats and is prepared to fight them. this scene is 2.
When a rank-and-file member could become Helping Bud lets them ask him about the situation
hostile, make a simple check on one die. They flee on from the Balm’s perspective, and he’ll let them in. Gary
a 1–5 (Blank) and fight on a 6–0 (success). The Aegis describes the group to Keystone later.
encourages them to avoid violence and weapons, but Helping Gary gives them a chance to ask about the
many carry knives for protection. Some use pistols. Only situation from the company’s perspective, and Keystone
a few, usually disciples, are willing to fight to the death. attempts to parley with the group should they meet.
All rank-and-file have an armor value of 0. However, Bud won’t let them in and alerts the guards,
Guards engage in fights unless they are forced to increasing the difficulty of Stealth tests by 1 until either
flee by the players’ characters. They may carry batons, his hostility is eased or until the next scene.
knives, pistols, shotguns, or rifles. In combat, guards If the group ignores the argument and looks for an
attempt to separate player groups or lead them into alternate entrance, neither man notices them pass. An
ambushes. Unless influenced by actions, Disciplines, or Intelligence + Awareness test at Difficulty 3 locates an
Gifts, they intend to fight to the death. They have an open window or the moment a guard steps away from
armor value of 2. their post at the back door, and a critical win reveals
Hurting rank-and-file members is Difficulty 2 or 3, their rivals previously used the entrance. Sense the
and their dice pool in all conflicts is 4. Hurting guards Unseen or Shadow Sense detects either the remnants
is Difficulty 3, 4, or 5, depending on their weapon and of supernatural power or the close presence of other
position. Their dice pool in all conflicts is 6. supernatural creatures in the area. ■

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Chapter Two

The Estates
O
nce the group enters the building, they • Pop Quiz: Amber Roberts, an opportunist,
may search it in any manner. Depending on their approaches the group. She relentlessly questions them
strategy, the group might skip one or more floors about why they’re here. A Composure + Insight test
on their way to the roof. If this happens, use an event at Difficulty 2 reveals she’s scared, and a Manipulation
connected to a floor they skipped. + Persuasion test at Difficulty 3 makes her admit she’s
afraid the group is “like the freaks upstairs.” A critical

Ground Floor
win gets her to also admit that one of the freaks is
imprisoned on the roof for reasons she can’t fathom.
The ground floor is the Balm’s public-facing area. In
better times, they held meetings and taught classes here.
Now, the rank-and-file frantically pack everything and
start moving upstairs. Unless the group has their trust or
Second Floor
The second floor is the Balm’s living area. Due to the
a strong pretext for being there, the rank-and-file gently
Aegis’ recent “open living” policy, the doors to each
encourage them to leave if they see them. Self-published
apartment were removed, encouraging the rank-and-file
Balm pamphlets are strewn about, revealing more
to watch each other. Here, those not moving upstairs
information about their beliefs.
gather their loved ones and belongings.
The following situations could happen on this floor:
The following situations could happen on this floor:
• Keeping Calm: Rough Cut/John (p. 21) manipulates
• Ambush: While the group moves through the
the rank-and-file into throwing out the group. A
floor, Faberge/Suncharger makes a surprise attack.
Charisma + Leadership test at Difficulty 3 eases the
If Keeping Calm happened earlier, Rough Cut/
crowd. Failure means the situation may escalate into a
John assists. A Wits + Athletics test at Difficulty 3
physical altercation. If confronted, Rough Cut/John
(one combatant) or 4 (two) detects the ambush. The
flees upstairs, hoping the guards and rank-and-file
ensuing conflict lasts three rounds and may shift from
protect him.
physical to social as necessary. They aim to either drive
• Public Records: Several apartments on this floor serve the group out or convince the group to leave them be.
as classrooms. A Wits + Investigation test at Difficulty If they fail, they flee to the fire escape.
2 here discovers a video recording of a healing stored
• Words of Faith: If the group is pretending to be Balm
on an unlocked phone. A sick man is sliced with the
members or is otherwise allied to them, Peter Farmer, a
Scalpel on the rooftop garden and either ritualistically
teenage loner (p. 9), approaches. Tonight’s given him a
molded into a healthier form (for Kindred) or enters
crisis of faith, and he is looking for encouraging words
possessed reverie (for Garou). Failure on the test means
before heading upstairs for “the rally.” A Charisma +
finding information takes enough time for a cult
Leadership test at Difficulty 3 gives him a pep talk, and
member to walk in.

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3 decodes how she encountered the Captive and the


Infiltrators, and how the Captive was “bound for our
benefit” and kept in the shed on the rooftop. An empty
box is on her desk, where the Scalpel would rest.
• Passing Judgement: While moving through the third
floor, the group hears cries of pain that the rank-and-
file ignore. If the group investigates, they discover a
room where Will Carrigan and Skye Ferrier are beating
Ethan Moore. All are Disciples (p. 10). Will and Skye
believe Ethan sold them out to the landlords. Should
the group intervene, a Charisma + Leadership or
Manipulation + Intimidation at Difficulty 3 (or a
relevant Discipline power or Gift) breaks things up,
giving Ethan a chance to plead his case: one of the
“Aegis’ favorites” did it.
• The Turncoat: Just as the group reaches the roof,
Einstein/Tanya (p. 21) gets their attention. If the
group lets her talk, she reveals her true allegiance and
then asks if they can help her escape. A Composure +
a Manipulation + Occult test at Difficulty 4 convinces Insight test at Difficulty 2 detects she’s being genuine.
him to abandon his faith and flee. If this is after Passing Judgement, she freely admits
she’s the whistleblower. If the group attacks, she tries to
• Ransack: As this floor has no locked doors, some flee downstairs.
players might want their characters to grab anything
valuable. A Dexterity or Wits + Larceny test at
Difficulty 3 uncovers enough material equivalent
to a temporary bonus dot of Resources, the keys to The Rivals
a parked vehicle outside, or a hidden pistol. Failure The groups’ rivals (p. 22) can be introduced on any floor
attracts the guards’ attention. anytime. They don’t need to appear together at once;
the group could encounter members as they search
the building and realize they’re a united force. Any
Third Floor Discipline or Gift that detects the supernatural picks up
on their rivals’ true nature; they don’t resist it.
The third floor is the Balm’s administrative and worship You can use the Rivals’ Actions to determine their
area. The floor is lit with blacklight, and luminescent priorities and how they hinder the players’ characters.
paint on the walls depicts the phases of the Moon You can also use these guidelines for the rivals as a group:
repeating in horizontal spirals. The rank-and-file say • Blindfold is just as interested in uncovering the Balm’s
prayers as they head to the roof. true nature as they are in obtaining the Talisman the
The following situations could happen on this floor: Garou seek. They’re interested in using it for their
• The Aegis’ Notes: The Aegis’ office is obvious; it’s the own occult experiments. Their heist is surreptitious,
door with all the phases of the Moon painted on it on manipulating the cult against each other and the
one end of the floor. Unlocking its multiple padlocks is Garou if necessary.
a Dexterity + Larceny test at Difficulty 3 or requires the
Open Seal Gift. Alternatively, busting the door down • Litany’s Claw wants this whole operation destroyed,
requires a Strength + Athletics test at a Difficulty of 4. which involves killing all resistance and demolishing
Inside is a treasure trove of occult texts, including her the building. They recognize Mays as the problem’s
personal notebook. One of the later passages is an ode source, which means they’ll kill him first. Their heist
to the Scalpel. Some passages are written in a custom is blunt, using the terror their war-forms inspire in the
shorthand; an Intelligence + Academics test at Difficulty mortal cultists to do much of the work. ■

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Chapter Three

Securing
the Score
W The Captive
henever you introduce the rivals,
they give the group a deadline. Whatever the
group can’t accomplish, the rivals will. If the If the group doesn’t already know the Captive is in the
group stalls, the rivals have a breakthrough the group can roof shed, they quickly notice the guards protecting
use for their own advantage. Once the group learns their it. If they approach it before The Ceremony scene, the
prize is on the roof, so do the rivals. Aegis and Hoplite are inside. They’re currently tapping
First impressions with their rivals in this chapter Mays for Blood or yelling at a silently fuming Plotter-of-
don’t have to be hostile. Either rival group is open to a Courses. The guards won’t be swayed to let the group
temporary partnership; the werewolves have plenty of in without using a Discipline power or Gift while the
muscle, and the vampires have social flexibility. Balm’s heads are inside the shed.
In contrast to the ramshackle lower floors, the rooftop Should the group enter the shed while the Aegis and
is a flourishing garden. Most rank-and-file are here, Hoplite are inside, they refuse to listen to any argument
waiting for the Aegis and Hoplite with giddy tension. that lets the group part with the Captive. They call
Here’s where the score lies. Two things stand in the any active guards, rush out, and perform the ceremony
way of the players’ characters: their rivals and a botched (p. 15). If they can’t do that, the Aegis stabs the Hoplite,
ceremony that transforms one of the Balm’s creatures starting his transformation.
into a monster. If the group approaches the shed while the Aegis and
The group might reach Chapter Three early if they Hoplite are among the crowd, the guards no longer
decide to take the fire escape straight to the roof or find need to defend their leaders and greatest asset. They
another way to bypass one or more floors. In this case, can be swayed by bribing them with a Manipulation
select one to three events from Chapter Two (especially + Persuasion + Resources test at a Difficulty of 3
Pop Quiz, p. 12, or The Aegis’ Notes, p. 13). Use the (Werewolf, p. 104) or a Manipulation + Persuasion,
event(s) here before moving forward. Leadership, or Intimidation test at Difficulty 4.
The guards can be forced to leave their post with
either a successful Manipulation + Performance test at
Where’s the Score? Difficulty 3 to cause a distraction or by waiting for the
chaos after the failed ceremony to drive them from their
The players’ characters should have a chance to find the posts. A successful Dexterity + Larceny at Difficulty 3, a
score before their rivals intervene or the Aegis’ ceremony Strength + Athletics at Difficulty 4, or an Open Seal Gift
begins. pops open the shed’s locks.

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If un-staked, Mays goes into Hunger Frenzy and


tears into nearby mortals first, which could include the
Aegis and Hoplite but is most likely the rank-and-file. A
rampaging Mays may kill the Hoplite or Aegis, in which
case the bloodthirsty monster at the end of the story is
Mays himself. Should he return to his senses, he’ll try to
leave the building and hijack a car.
An unshackled Plotter-of-Courses is willing to go
with the pack but refuses to face justice. He’ll comply
with the pack’s demands until they leave the building,
upon which he’ll attempt to escape. If he’s hit or deeply
insulted at any time, he flies into a Frenzy and tears into
anyone in arm’s reach.

The Scalpel
The Scalpel (see The Artifact or The Talisman, p. 7) is always
with the Aegis. She spends the first part of this chapter in
the shed, so the most likely time to obtain it is while she’s
talking amongst the rank-and-file before the ceremony.
Pickpocketing is a Dexterity + Larceny test at
Difficulty 5, which can be reduced to Difficulty 3 by
another character winning a Charisma or Manipulation
+ Performance vs. Awareness contest to distract her.
Separating her from it is a Strength or Manipulation +
Brawl test at Difficulty 3 to shove her in a way that sends
the Scalpel clattering out of her pocket.
Convincing her to give up the Scalpel willingly
requires either an appropriate Discipline power or Gift, a
Manipulation + Persuasion, Intimidation, or Subterfuge
test at Difficulty 6, or winning a three-round Social
conflict to shatter her illusions of grandeur by inflicting
more Willpower damage on her than the players’
characters take.
She keeps the Scalpel after the failed ceremony and
during Keystone’s attack. Pursuing her during the chaos
is a Stamina + Athletics vs. Physical contest. The Th,
monster or otherwise, defends her.

Inside, Mays is staked into the ground if the players’


characters are vampires. If they’re werewolves, Plotter- The Rivals, Revisited
of-Courses, near Frenzy, is chained to the floor. Pulling
This section is optional. Use it if it feels like the game
Mays out of the ground without un-staking him is a
benefits from additional complications. The rival group
Strength + Athletics test at Difficulty 5. Simply un-
might interfere in a few ways:
staking him is Difficulty 3. Unshackling Plotter-of-
• If the rivals have been one step ahead, they reach the
Courses is either a Strength + Athletics test at Difficulty
goal first. They’ve either just obtained it (if you prefer a
4 to break the chains or a Dexterity + Larceny test at
quicker conflict setup) or just failed. With the guard’s
Difficulty 3 to pop the locks.
attention aroused, a window of opportunity exists.

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• If the rivals are in a temporary partnership, they twists his expression into a grin. Blood, muscle, and fat
help the group get the score, and then they turn on burst through his skin until he’s an unrecognizable mass
the players’ characters once the item they seek is twice his original size. The Aegis stares in shock at her
obtained. Your group might be prepared for this and creation. The crowd erupts into panic.
even strike first. If the characters try to stop the ceremony before she
• If the group never meets the rivals, introduce them by stabs the Hoplite, succeeding in a Strength + Brawl vs.
having them corner the group as soon as they reach Physical contest disarms the Aegis. This provokes all
the score. Balm members to turn on the group.
An Intelligence + Occult test at Difficulty 2 recognizes
In a Physical conflict, the rivals aim to nab the score
the creature as a product of either the result of flesh
and leave. They don’t want to fight to the (final) death.
crafting abilities too powerful for a ghoul to handle or
Unless the group and their rivals built a good rapport
the product of rapid total spiritual possession.
over the story, the rivals have no qualms about inflicting
Driven by an alien intelligence, the Hoplite attacks
grievous injuries.
opportunists, the rivals, and the players’ characters, even
In a social conflict, the rivals try to impart how
if it never met the latter when human.
important it is that they return with the score. They do
this while trying to keep the exact details of their society
undisclosed. All uses of mental Discipline powers or
Gifts are always contested during this conflict.
Keystone Strikes
Soon after the Hoplite’s transformation, the characters or
rivals obtain the Scalpel, or the characters or rivals secure
The Ceremony the Captive, an unmarked van pulls up to the building.
This is obviously visible to anyone on the roof.
Unless the characters prevent this scene due to their
The Keystone strike force (p. 22) emerges and covers
actions (un-staking Mays, stealing the Scalpel before
each ground entrance. They make their way up the
this scene happens or provoking Plotter-of-Courses
floors, killing guards and demanding anyone they catch
into Frenzy before this scene), the Aegis and Hoplite
to go downstairs. Anyone who is too slow is shot, and
emerge from the garden shed. They talk amongst the
anyone who complies is forced into their van.
congregation, giving the group a bit more time to either
Upon encounter, Keystone Agents only talks to the
get into the shed or obtain the Scalpel.
characters if they took Gary’s side (p. 11). Otherwise,
If the characters can’t get the score after three attempts,
they treat them as more squatters to arrest or shoot. If
if the rivals get the score first, or if they decide to watch
they crossed Gary, they’re targets for elimination. The
the ceremony, the Aegis gives a speech filled with white-
rivals are also considered squatters.
hot rage aimed at the Weston Taylor Investment Group.
The guards do their best to protect the congregation
She tells the crowd that she won’t give up their home and
but fail against the strike team. If the Hoplite is still
brings the Hoplite to the stage.
human, this includes him. The monstrous Hoplite
The Hoplite explains how the Aegis devised a new
considers Keystone another target, and the strike team
purpose for channeled Moon energy: to create powerful
find it hard to kill.
warriors. He declares he’ll be the first, and the rest of the
If the characters bolstered Peter’s faith (p. 9) and the
guards join him after.
Balm’s trust, he’ll protect them with his life. If they
Before everyone’s eyes, the Aegis whispers something
convinced him to leave, he called the police after he left,
in the Hoplite’s ear and stabs him with the Scalpel. She
who arrive soon. After ten actions characters make,
either begins molding him (for Kindred) or stands back
Keystone realizes the police are coming, ends their
and waits for the changes (for Garou.) A look of horror
operation, and attempts to escape. ■
spreads across the Hoplite’s face before it bloats and

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Chapter Four

Get Down,
Get Out
G
etting in wasn’t easy, but getting out is The rivals are only willing to help if the situation is so
much harder. dire they must work together, or if the group is willing to
give them the score.

Means of Escape Fighting Their Way Out


The group’s likely plans of escape are talking their way Groups may fight several Storyteller characters during
out, fighting their way out, or sneaking their way out. their escape. In the worst-case scenario, they face the
Balm, Keystone, their rivals, the Infiltrators, and a
Talking Their Way Out monstrous Hoplite all at once. To keep physical conflicts
Unless the group roused their ire (stopping the ceremony, manageable, use the following setup.
the cult has any reason to believe they were responsible The conflict begins when the group exits the
for the botched ceremony, the group has harmed them rooftop. It’s three rounds, one for each floor. During
previously, etc.), all Difficulties to manipulate the rank- this conflict, assume that unless a player’s character
and-file (p. 10) are reduced by 2. If she knows the rank- makes another kind of movement, the group moves
and-file are “enlightened,” the Aegis is willing to give up towards the next flight of stairs as fast as possible.
the Scalpel — provided she still has it — if they help her Only enemies pursuing them follow from floor-to-
escape. A human Hoplite goes along with what the Aegis floor; all other attacks Storyteller characters make are
wants. made on that floor. They cannot follow if they missed
If the group parleys with Keystone, the strike team the characters with a margin of failure higher than 2.
wants a bonus. Bribery is possible with a Manipulation For example, if a guard is on the second floor and has
+ Persuasion + Resources test at a Difficulty of 3 to get no reason to chase the characters, they attack on that
them to ignore the group. A win with 5 or more successes floor and remain there.
grants the characters an escorted exit. Unless they’re incapacitated or blocked off, the rivals
The monstrous Hoplite cannot be reasoned or always pursue the characters if the group has the score.
bargained with. If it sees the group helping disciples, If the rivals have the score, the group continues pursuing
loners, or the Aegis, it focuses on the strike team. It them and should have opportunities to attack. The Aegis
responds to Animalism powers, or any Gift designed to and both versions of the Hoplite pursue the group if they
interact with or command animals. have the score. Keystone only pursues the characters if

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they crossed Gary. Otherwise, they only attack when the


characters come across them.
Pedal to the Metal
The guidelines for the rank-and-file and guards (p. 10) If the rivals escaped with the score, consider using this
still apply. If the rank-and-file attacks as a group, they get optional scene.
one attack for each character. Guards can only attack one The group chases the rivals’ car. The chase is a Wits
character at a time. + Drive test at Difficulty 5. Before the driver rolls any
The characters win the conflict and escape the dice, everyone else may take one action to hinder the
building by reaching the end of the third round without rivals, which is always at Difficulty 2. Each win reduces
becoming Incapacitated or by Incapacitating all active the Drive test’s Difficulty by 1. A margin of at least 4 or
pursuers. The group can escape the building without the a critical win counts as two wins and thus reduces the
score, either by losing it during the conflict or by never Difficulty of the Driving test by 2.
catching their rivals if they have it. A Win forces the rivals to crash, giving them the
opportunity to take the score. A Critical Win lets the
Sneaking Their Way Out group take the score without resistance. A Win at a Cost
may involve Health damage to the driver and one or more
When sneaking out, the Difficulties for avoiding passengers. If the other players reduce the Difficulty to 0,
detection (p. 10) from anyone searching for them, the group automatically Wins.
including their rivals or the monstrous Hoplite, are If the group escaped with the score, consider a version
reversed: 2 on the third floor, 3 on the second, 4 on the of this scene where the test is instead escaping the rivals’
first. The Difficulties to descend the fire escape are also pursuit.
reversed. Failure breaks the fire escape, making that side’s
escape unusable and sending anyone still on it falling to
the ground.
If the group is escaping with a still-staked Mays or
Epilogues
The story ends either as soon as every character is
a restrained Plotter-of-Courses, anyone carrying the
Incapacitated during the heist, or if at least one character
person receives a –2 dice penalty to avoid detection.
escapes the building alive. If you still have time, run one

Might As Well Jump


of these short scenes as possible epilogues:
• If the characters survive but come back empty handed,
It’s possible your players decide to have their characters run a short scene of the group preparing another
jump off the building. Perhaps the current escape route heist, either on a hospitalized Aegis or on their rivals’
isn’t going well, or they decide the quickest exit from the stronghold.
rooftop is best. • If the characters return with the score, run a scene
If the character doesn’t have the ability to safely make where an important figure, like a Sheriff or a sept
the jump, landing is a Stamina (to take the brunt of the leader, picks up the score and commends them for their
fall) or Dexterity (to minimize the impact) + Athletics work.
or Survival test at Difficulty 1 + their current floor.
For example, leaping from the third floor is Difficulty • If the characters return with the score and the
4 (1 + 3.) Jumping directly from the roof counts as additional Captive or Scalpel, run the same scene
jumping from a fourth floor. Jumping from the first floor as above, but the important figure also gives them
is simply leaping through a window, closed door, or a a tangible reward, like the rights to Summer Balm
weak wall to the outside. Estates, the use of the Scalpel, or the Captive’s territory.
If the test fails, see Vampire, p. 411 for the rules on • If the characters were all Incapacitated during the
fall damage. All mortals with the group only jump if heist, describe the worst possible outcome based on
desperate. All supernatural Storyteller characters jump what the group couldn’t accomplish. Perhaps the
with them, but every Infiltrator except Einstein/Trisha monstrous Hoplite wreaks havoc on Barleyridge or
tries to escape after hitting the ground. Plotter-of- Balm members go missing after Keystone successfully
Courses could Frenzy if seriously injured by the jump. sweeps the building. ■

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In Chronicles
In an ongoing chronicle, adapting this story
can be quickly done by altering some names and
locations. Successful Intelligence + Politics,
Charisma + Persuasion, or Composure + Awareness
tests in Elysium or at a moot may reveal
secrets about the Captive or the Scalpel.
Crafty Storytellers may be able to foreshadow
the Balm, the Aegis, and the Captive one or
more sessions before running this story so the
characters and location feel more integrated
into the world.
Altering the Location: Replace Barleyridge with a comparable community on
the outskirts of town. Choose an area on the outskirts of any large city. The chemical
disaster from a decade ago could have happened as a tanker truck crash, train derailment,
plane crash, or even a neighborhood gas station that unwittingly leaked gasoline into the
soil for years.
Adding Relationship-Map Connections: Rivals may return as Adversaries. Mays
or Plotter-of-Courses could become a positive Relationship-Map connection, such as
Mawla or Mentor, or a negative one, like an Adversary. Any surviving cultists could
return as Enemies or Stalkers.
Destroying the Scalpel: For Kindred, after being soaked in the vitae of someone who
knows Fleshcrafting or Horrid Form, the Ruler of Flesh grows soft enough to bend and
break. For Garou, abjuring the spirit from Shadow’s Sting may necessitate its subsequent
defeat and/or binding to destroy the Talisman. A talisman that is damaged but not
destroyed may function as a Talen. ■

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Appendix I

Antagonists
T
his appendix contains the antagonists Exceptional Dice Pools: Awareness 6, Persuasion 8,
of this story as well as twelve ready-to-play Occult 7
characters. Other Traits: For all Disciplines and Gifts that affect
mortal minds, the Aegis is always a prepared mortal. She

Balm Cultists
always has a +3 dice bonus to all contests and tests to
resist mental influence. Once per scene, she may take 1
On the surface, the Balm has the camaraderie and Superficial Willpower damage and touch an ally within
solidarity Barleyridge lacks. Its members say wonderful arm’s reach to break any mental holds another character
things about their new home and family. has on them.
Underneath, paranoia takes hold. Punishments
become harsher and are inflicted for increasingly trivial The Hoplite (Second in
Command)
reasons. Only the Aegis’ charisma and cool head keep the
Balm together.
The cult consists of people from all walks of life and Brian Schiff was a dedicated reader of the Aegis’ essays
almost every age. There are at least twice as many of these and the man who convinced Wendy Pemberton to take
rank-and-file cultists as there are players’ characters. For on the Aegis role. This is because he both believes in her
more variety than the guidelines (p. 10) provide, use and senses a lucrative opportunity. He’s in charge of the
either the Gangster (Vampire, p. 371) or the Criminal Balm’s finances and skims off the top.
(Werewolf, p. 291). The Clergy (Vampire, p. 371 or As a monster, the Hoplite obeys a crude interpretation
Werewolf, p. 291) is another option. of the Aegis’ orders: all threats to the Balm must be
killed. If the players’ characters align with the Balm, even
The Aegis (Cult Leader) falsely, the Hoplite won’t harm them for as long as the
alliance lasts.
Wendy Pemberton believed in the mystical from an
General Difficulty: 4 / 2
early age. Her essays about life and reality were greatly
Standard Dice Pools: Physical 5, Social 4, Mental 4
acclaimed in online spiritual communities. Those essays
Secondary Attributes: Health 5, Willpower 3
became real-life classes and then the Balm. Convinced of
Exceptional Dice Pools: Awareness 5, Melee 6, Stealth 5
her inherent divinity, she became the Aegis, the physical
Other Traits: In his monstrous form, the Hoplite’s
embodiment of the Moon itself.
Health increases by 3 and dice pools increase by 2. He
Though she still claims to channel the Moon’s power for
may strike up to three targets at once with a single attack
joy and love, recent events convinced her true evil exists,
during a physical conflict. The form also has natural
even among her flock. Greater action must be taken.
weapons (+1 Aggravated Physical damage) and an
General Difficulty: 4 / 3
additional Exceptional Dice Pool of Athletics 6.
Standard Dice Pools: Physical 4, Social 6, Mental 6
Secondary Attributes: Health 5, Willpower 8

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The Captive and Infiltrators Secondary Attributes: Health 4, Willpower 6


Exceptional Dice Pools: Awareness 7, Melee 7,
The infiltrating coterie or pack weren’t fools, just Subterfuge 5
arrogant. From the outside, the Balm seemed like any Disciplines: Fortitude 1 (Resilience), Dominate 2
other New Age movement. Manipulating them seemed (Cloud Memory, Mesmerize)
easy, which was the problem. Those believing themselves Gifts: Ancestral Conviction, Pack Instinct, Staredown
too smart or aware to be taken advantage of by a cult are
often those most devastated by it.
Rough Cut (Vampire) or
Mays (Vampire) or John Takes Flight (Werewolf)
Plotter-of-Courses (Werewolf) Rough Cut admired spectacle, and the excitement of a
long-loyal vampire burning bridges for his own territory
Mays spent his unlife striving for higher positions was too good to pass up. When that became tedious and
of power, first for survival and then for its own sake. boring, the hopeless struggle of a cult against the world
After his ambitions in the Camarilla were thwarted, he was a better pitch.
schemed to create a kingdom. He’s certain he’s in control John Takes Flight wanted to see what the Stargazers
of the situation, even now. had to offer but wasn’t impressed. He believed he could
Plotter-of-Courses hoped he could show his old sept do a better job and threw in with the Balm.
the fault in the Garou’s ways by using an already existing General Difficulty: 4 / 2
social group for a better purpose. He realizes he’s failed. Standard Dice Pools: Physical 4, Social 6, Mental 5,
He won’t admit it, but his Rage is boiling over. Disciplines/Gifts 6
General Difficulty: 4 / 3 Secondary Attributes: Health 4, Willpower 5
Standard Dice Pools: Physical 5, Social 6, Mental 7, Exceptional Dice Pools: Firearms 5, Investigation 7,
Disciplines/Gifts 8 Persuasion 7
Secondary Attributes: Health 6, Willpower 5 Disciplines: Celerity 1 (Rapid Reflexes), Presence 2
Exceptional Dice Pools: Awareness 6, Brawl 7, Persuasion 7 (Awe, Lingering Kiss)
Disciplines: Animalism 1 (Sense the Beast), Dominate 2 Gifts: Blissful Ignorance, Crow’s Laughter, Hare’s Leap
(Compel, Mesmerize), Protean 3 (Weight of the Feather,
Feral Weapons, Shapechange)
Gifts: Ancestral Conviction, Catfeet, Command the
Einstein (Vampire) or Trisha,
Gathering, Open Seal, Hare’s Leap, Geas Who Arrived Last (Werewolf)
Einstein is a spy for the Sheriff, called in to fulfill a Boon
Faberge (Vampire) or her sired owed. She went along with the other two licks
Suncharger (Werewolf) to save her skin but hopes someone extracts her soon.
Trisha wanted to play the long game and help the
True to their name, Faberge wanted a fast track to life’s others long enough to call in the sept. Now things are out
luxuries. They joined the Balm because they believed of hand, and she has no pack to rely on.
controlling the Aegis was an easier shortcut than hoping General Difficulty: 4 / 2
Mays would reward them. Standard Dice Pools: Physical 6, Social 5, Mental 4,
Suncharger never wanted to become a werewolf and Disciplines/Gifts 6
joined the Balm in hopes of escaping the Garou on their Secondary Attributes: Health 6, Willpower 4
terms. The Aegis’ worldview is easier to understand Exceptional Dice Pools: Brawl 7, Intimidation 5,
and could be accomplished, things Plotter-of-Courses Stealth 7
couldn’t promise. Disciplines: Animalism 1 (Sense the Beast), Protean 2
General Difficulty: 3 / 2 (Eyes of the Beast, Feral Weapons)
Standard Dice Pools: Physical 4, Social 5, Mental 6, Gifts: Mother’s Touch, Skinbind, Raging Strikes
Disciplines/Gifts 6

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Keystone Agent Other Traits: Uses the equivalent of Eyes of the Owl,
Fatal Flaw, Penumbral Senses, Sense the True Form, and
The Keystone strike team ejects squatters in zip ties or Spider’s Song.
in a body bag, joking all the while. The company has
some knowledge of the supernatural; should they suspect Desecrator
the characters aren’t human, they’ll refer to them on General Difficulty: 4 / 2
radio chatter as “Unnatural Threats” or “UTs.” They Standard Dice Pools: Physical 6, Social 5, Mental 3,
aren’t willing to die and respond to hefty bribes. A bribe Gifts 8
equaling the temporary loss of two dots of Resources is Secondary Attributes: Health 6, Willpower 4
enough, as is a Charisma or Strength + Intimidation test Exceptional Dice Pools: Melee 7, Larceny 8, Stealth 7
at a Difficulty of 4. Other Traits: Uses the equivalent of Camouflage, Sense
There are as many Agents in the strike team as there the True Form, and Thwarting the Arrow.
are players’ characters plus three, and they do not have
reinforcements. If you’d like to beef up their numbers Eyewitness
or bring in law enforcement as another chaotic factor, General Difficulty: 4 / 2
consider using the Beat Cop (Werewolf, p. 290), the Standard Dice Pools: Physical 3, Social 5, Mental 7,
Inquisitor Investigator, the Inquisitor Delta (both in Gifts 6
Vampire, p. 372), or the Riot Cop (Werewolf, p. 291). Secondary Attributes: Health 4, Willpower 5
General Difficulty: 4 / 2 Exceptional Dice Pools: Melee 5, Persuasion 6,
Standard Dice Pools: Physical 7, Social 5, Mental 4 Technology 8
Secondary Attributes: Health 6, Willpower 4 Other Traits: Uses the equivalent of Brother’s Scent,
Exceptional Dice Pools: Firearms 8, Melee 8, Stealth 8 Crow’s Laughter, Sharpened Sense, and Odious Aroma.
Other Traits: Each Keystone Agent has an armor value
of 6. Any Keystone Agent separated from their group Getaway
takes a two-dice penalty to all tests. General Difficulty: 4 / 2
Standard Dice Pools: Physical 3, Social 3, Mental 5,
Gifts 6
Rivals: Leeches & Lupines Secondary Attributes: Health 6, Willpower 6
Traits for each of the potential rivals to the players’ Exceptional Dice Pools: Brawl 5, Drive 8, Melee 5
characters are listed below. Each has been tweaked to Other Traits: Uses the equivalents of Animal
serve as a simple rival, assuming you only have access to Magnetism, Catfeet, and Sense Danger.
either Vampire or Werewolf, but not necessarily both.
Nightmare
Descriptions for each of them can be found in Appendix
II: Players’ Characters. General Difficulty: 4 / 3
Standard Dice Pools: Physical 6, Social 3, Mental 5,

Leeches
Gifts 6
Secondary Attributes: Health 6, Willpower 3
Exceptional Dice Pools: Brawl 8, Firearms 7, Melee 7
Actuary Other Traits: Uses the equivalent of Camouflage,
General Difficulty: 4 / 2 Porcupine’s Reprisal, Raging Strikes, and Razor Claws.
Standard Dice Pools: Physical 3, Social 6, Mental 5,
Gifts 7 Sage
Secondary Attributes: Health 5, Willpower 6 General Difficulty: 4 / 2
Exceptional Dice Pools: Firearms 4, Leadership 7, Standard Dice Pools: Physical 4, Social 6, Mental 5,
Persuasion 7 Gifts 6
Secondary Attributes: Health 5, Willpower 5
Exceptional Dice Pools: Firearms 5, Persuasion 7,
Subterfuge 6
Other Traits: Uses the equivalent of Animal Magnetism,
Gaia’s Candor, The Silver Compact, and Staredown.
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Lupines Odell, Who Walks with Justice


General Difficulty: 3 / 2
Corpse Artist Standard Dice Pools: Physical 3, Social 5, Mental 7
General Difficulty: 4 / 3 Secondary Attributes: Health 5, Willpower 5
Standard Dice Pools: Physical 6, Social 3, Mental 4 Exceptional Dice Pools: Firearms 4, Leadership 6,
Secondary Attributes: Health 6, Willpower 4 Subterfuge 6
Exceptional Dice Pools: Brawl 8, Firearms 7, Melee 7 Disciplines: Auspex 2 (Sense the Unseen, Premonition),
Disciplines: Dominate 3 (Cloud Memory, Mesmerize, Dominate 3 (Compel, Mesmerize, Submerged Directive),
The Forgetful Mind), Obfuscate 1 (Cloak of Shadows), Protean 1 (Eyes of the Beast)
Protean 2 (Resilience, Feral Weapons) Other Traits: two-dice bonus to any Social conflict
Other Traits: two-dice bonus to all tests and conflicts where Odell flaunts his authority.
related to surprise attacks. Note: If the werewolf shapeshifts into the war-form, its
Note: If the werewolf shapeshifts into the war-form, its combat-related General Difficulties increase by 2 and its
combat-related General Difficulties increase by 2 and its combat-related Dice Pools increase by 3.
combat-related Dice Pools increase by 3.
Rivercutter
Encompassing Heart General Difficulty: 4 / 2
General Difficulty: 3 / 2 Standard Dice Pools: Physical 4, Social 5, Mental 5
Standard Dice Pools: Physical 3, Social 6, Mental 4 Secondary Attributes: Health 5, Willpower 5
Secondary Attributes: Health 4, Willpower 6 Exceptional Dice Pools: Drive 6, Streetwise 6, Brawl 5
Exceptional Dice Pools: Firearms 4, Persuasion 7, Disciplines: Auspex 2 (Heightened Senses,
Subterfuge 7 Premonition), Celerity 3 (Rapid Reflexes, Fleetness,
Disciplines: Obfuscate 1 (Silence of Death), Potence 2 Blink)
(Lethal Body, Prowess), Presence 3 (Awe, Lingering Kiss, Other Traits: Once per scene, Rivercutter may enter
Entrancement) a scene to protect an ally, no matter where they were
Other Traits: two-dice bonus to all tests that de-escalate before.
situations. Note: If the werewolf shapeshifts into the war-form, its
Note: If the werewolf shapeshifts into the war-form, its combat-related General Difficulties increase by 2 and its
combat-related General Difficulties increase by 2 and its combat-related Dice Pools increase by 3.
combat-related Dice Pools increase by 3.

Encyclopedia Tears-the-Heels
General Difficulty: 3 / 2 General Difficulty: 4 / 2
Standard Dice Pools: Physical 4, Social 3, Mental 6 Standard Dice Pools: Physical 5, Social 4, Mental 2
Secondary Attributes: Health 5, Willpower 5 Secondary Attributes: Health 6, Willpower 4
Exceptional Dice Pools: Awareness 7, Occult 7, Exceptional Dice Pools: Brawl 6, Larceny 7, Stealth 6
Technology 7 Disciplines: Celerity 2 (Cat’s Grace, Fleetness),
Disciplines: Animalism 1 (Sense the Beast), Auspex 3 Obfuscate 1 (Cloak of Shadows), Potence 3 (Lethal Body,
(Sense the Unseen, Premonition, Share the Senses), Blood Prowess, Uncanny Grip)
Sorcery 2 (Corrosive Vitae, Extinguish Vitae; Ritual: Other Traits: As a wolf, two-dice bonus to Discipline
Clinging of the Insect) tests.
Other Traits: Once per scene, Encyclopedia fully Note: If the werewolf shapeshifts into the war-form, its
controls a device or network the players’ characters do combat-related General Difficulties increase by 2 and its
not already own or control. combat-related Dice Pools increase by 3. ■
Note: If the werewolf shapeshifts into the war-form, its
combat-related General Difficulties increase by 2 and its
combat-related Dice Pools increase by 3.

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Appendix II

Players’ Characters
I
n addition to each player’s character’s full qualities, simplified antagonist qualities are also
provided. These qualities are written for the opposite game of the character’s full qualities; a Vampire
player’s character has antagonist qualities for Werewolf, and vice versa. Special rules for each antagonist
quality (found in the chapters on antagonists in Vampire and Werewolf) apply.

Player Coterie: Blindfold


Blindfold is a Vehme coterie (see Coterie Types in Vampire) formed at the request,
manipulation, or outright demand of the city’s Court. Each Kindred in the coterie has
a deep interest in the greater supernatural world. If they preserve the Masquerade, the
Domain’s authorities permit them to pursue their interests freely.

TABLE 5: KINDRED COTERIE


NAME CONCEPT CLAN PREDATOR
TYPE
Azar “Actuary” Hosseini Occult Archivist Tremere Bagger
Nicky “Desecrator” Howse Grave Robber Gangrel Sandman
Jiang “Eyewitness” Yeung Phenomena Seeker Malkavian Cleaver
Skyler “Getaway” Granville Creative Improvisor Ventrue Consensualist
Shea “Nightmare” Vincent Impulsive Fighter Nosferatu Alleycat
Lorrin “Sage” Malone Pragmatic Soothsayer Toreador Scene Queen

Player Pack: Litany’s Claw


Litany’s Claw is a traditionalist pack of Garou dedicated to the proliferation and
enforcement of the Litany (Werewolf, p. 46) in their sept. Though the pack is serious
about their work, they’re also aware of its faults. Some strive for a new Litany entirely.
Tonight, there’s no disagreement: someone is lifting the Veil and must be punished.

TABLE 6: GAROU PACK


NAME CONCEPT TRIBE AUSPICE
Corpse Artist Solemn Executioner Galestalker Ahroun
Encompassing Heart Devil’s Advocate Children of Gaia Philodox
Encyclopedia Resolute Investigator Ghost Council Theurge
Odell, Who Walks with Justice Spiritual Judge Shadowlord Philodox
Rivercutter Pragmatic Exiler Bone Gnawer Galliard
Tears-the-Heels Relentless Tracker Red Talon Ragabash

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Azar “Actuary” Hosseini (Occult Archivist)


Actuary was the top employee of his old insurance firm. He was Embraced after looking too deeply
into a fraud case tied to his sire. When the Pyramid broke, his sire fled for parts unknown, and he
took over her library. Now, he maintains the city’s greatest source of esoteric knowledge and seeks
ways to increase his hoard.

Actions
These are things you can do but aren’t required:
• Be the mastermind of your coterie and create plans.
• User your knowledge to make sense of the unknown.
• Find a new piece of lore or occult object to add to your collection.

Clan: Tremere
Embraced: 2002 (Born 1960)
Ambition: Completely understand this world I’m part of.
Predator: Bagger
Convictions: The preservation of memory is sacred.
Touchstone: Pat Troy — History Professor
Humanity: 6
Generation: 12th
Blood Potency: 1
Attributes: Strength 1, Dexterity 2, Stamina 2; Charisma 2, Manipulation 2, Composure 3;
Intelligence 4, Wits 3, Resolve 3
Secondary Attributes: Health 5, Willpower 6
Skills (Specialist): Brawl 1, Firearms 1, Melee 1, Insight (Motives) 2, Leadership (Command) 4,
Persuasion 2, Streetwise (Black Market) 1; Academics (Research) 3, Awareness 3, Investigation 2,
Occult 3, Science (Probability) 1
Disciplines: Auspex 1 (Sense the Unseen), Blood Sorcery 3 (A Taste for Blood, Extinguish Vitae,
Blood of Potency; Ritual: Craft Bloodstone), Dominate 1 (Cloud Memory)
Advantages: Haven 4 (Size 2, Library 2), Iron Gullet, Resources 3
Flaws: Enemy (Sarah McCracken, private eye) 2, Stigmata, Known Corpse
Experience: 24 spent

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Name Azar “Actuary” Hosseini Concept Occult Archivist Predator Bagger


Chronicle Under a Changing Moon Ambition Completely understand this Clan Tremere
world I’m part of.
Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics Research 


Brawl  Etiquette  Awareness 
Craft  Insight Motives  Finance 
Drive  Intimidation  Investigation 
Firearms  Leadership Command  Medicine 
Melee  Performance  Occult 
Larceny  Persuasion  Politics 
Stealth  Streetwise Black Market  Science Probability 
Survival  Subterfuge  Technology 
DI S C I PL I N E S
Auspex      Blood Sorcery      Dominate 
Sense the Unseen A Taste for Blood Cloud Memory
Extinguish Vitae
Blood of Potency

     Blood Sorcery Rituals  


Craft Bloodstone

Resonance 26
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


The preservation of memory is Kindred cannot be Blood Bound to
sacred. you. Motals must drink your blood
-Pat Troy , History Professor three + Bane Severity times before
they become Blood Bound to you,
rather than just three times.

Advantages & Flaws Blood Potency          


Haven  Blood Surge Mend Amount
2 dice 1 Superficial damage
-Library 
Power Bonus Rouse Re-Roll
-Size  None Level 1
Iron Gullet 
Feeding Penalty Bane Severity
Resources  No Effect 2


Flaw: Enemy (Sarah McCracken, Private Eye) Total Experience

Flaw: Stigmata  Spent Experience 24

Flaw: Known Corpse  True age

Apparent age 42

Date of birth 1960

Date of death 2002
Notes Appearance
Actions
These are things you can do but aren’t required:
• Be the mastermind of your coterie and create plans. Distinguishing features
• User your knowledge to make sense of the unknown.
• Find a new piece of lore or occult object to add to
your collection. History
Actuary was the top employee of his old insurance
firm. He was Embraced after looking too deeply into
a fraud case tied to his sire. When the Pyramid broke,
his sire fled for parts unknown, and he took over her
library. Now, he maintains the city’s greatest source
of esoteric knowledge and seeks ways to increase his
hoard.

27

© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Jiang “Eyewitness” Yeung (Phenomena Seeker)


An explorer of the Deep Web from a far-too-young age, Eyewitness kept a hard drive full of grainy videos of
vampire feedings, lupine killings, and even stranger events. When they ran out of content, they made their
own. Filming at the wrong place at the wrong time got them killed, and the cruel impulse of their subject
got them Embraced. Now, their technological expertise serves the Kindred.

Actions
These are things you can do but aren’t required:
• Be the tech expert of your coterie and give them an electronic advantage.
• Use your tools to keep your coterie aware of incoming threats.
• Capture a Balm ritual on video.

Clan: Malkavian
Embraced: 2014 (Born 1994)
Ambition: Reveal the supernatural world and not be killed for it.
Predator: Cleaver
Convictions: Never settle for half-truths.
Touchstone: “GrimGash07” — fellow dark web enthusiast
Humanity: 7
Generation: 12th
Blood Potency: 1
Attributes: Strength 2, Dexterity 3, Stamina 1; Charisma 2, Manipulation 3, Composure 2; Intelligence 4,
Wits 2, Resolve 3
Secondary Attributes: Health 4, Willpower 5
Skills: Craft (Mechanical Repair) 2, Melee 1, Larceny 1, Stealth 2; Etiquette 1, Persuasion (Gaslighting) 3,
Subterfuge (Lying) 3; Awareness 2, Finance 2, Science (Engineering) 3, Technology (Hacking) 4
Disciplines: Auspex 1 (Heightened Senses), Dominate 2 (Compel, Dementation), Obfuscate 2 (Cloak of
Shadows, Unseen Passage)
Advantages: Herd (Family Members) 2, Mask (Kacey Frampton — freelance tech support, Cobbler,
Zeroed) 2, Resources 3
Flaws: Dark Secret: Cleaver, Folkloric Block (Running Water)
Experience: 26 spent

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Name Jiang “Eyewitness” Yeung Concept Phenomena Seeker Predator Cleaver


Chronicle Under a Changing Moon Ambition Reveal the supernatural world Clan Malkavian
and not be killed for it.
Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics 


Brawl  Etiquette  Awareness 
Craft Mechanical Repair  Insight  Finance 
Drive  Intimidation  Investigation 
Firearms  Leadership  Medicine 
Melee  Performance  Occult 
Larceny  Persuasion Gaslighting  Politics 
Stealth  Streetwise  Science Engineering 
Survival  Subterfuge Lying  Technology Hacking 
DI S C I PL I N E S
Auspex      Dominate      Obfuscate 
Heightened Senses Compel Cloak of Shadows
Dementation Unseen Passage

  

Resonance 29
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


Never settle for half-truths. You suffer a paranoia derangement
-GrimGash07, fellow dark web that affects your Social pools.
enthusiast After a Bestial Failure or
Compulsion, suffer a penalty equal
to your Bane Severity to Social
dice pools till the end of the scene.

Advantages & Flaws Blood Potency          


Herd (Family Members)  Blood Surge Mend Amount
2 dice 1 Superficial damage
Mask (Kacey Frampton, freelance tech support)     
Power Bonus Rouse Re-Roll
—Cobbler  None Level 1
—Zeroed 
Feeding Penalty Bane Severity
Resources  No Effect 2


Flaw: Dark Secret - Cleaver Total Experience

Flaw: Folkloric Block - Running Water  Spent Experience 26

 True age

Apparent age 20

Date of birth 1994

Date of death 2014
Notes Appearance
Actions:
These are things you can do but aren’t required:
• Be the tech expert of your coterie and give them an Distinguishing features
electronic advantage.
• Use your tools to keep your coterie aware of
incoming threats. History
• Capture a Balm ritual on video. An explorer of the Deep Web from a far-too-young
age, Eyewitness kept a hard drive full of grainy videos
of vampire feedings, lupine killings, and even stranger
events. When they ran out of content, they made their
own. Filming at the wrong place at the wrong time
got them killed, and the cruel impulse of their subject
got them Embraced. Now, their technological expertise
serves the Kindred.

30

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Lorrin “Sage” Malone (Pragmatic Soothsayer)


When Sage started her career as a fake psychic, she thought it would be temporary. Five years later, she
managed a small psychic shop franchise. When one of her employees blew the metaphorical whistle about
her creative accounting, an investor stepped in and promised to smooth things over. The Embrace sealed
the deal. Now, she provides the Kindred with laundered money and explores a world where everything she
pretended to be is real.

Actions
These are things you can do but aren’t required:
• Be the face of your coterie and engage in social engineering.
• Use your charm to de-escalate conflicts or turn enemies against each other.
• Bring at least one Balm member under your influence.

Clan: Toreador
Embraced: 2013 (Born 1981)
Ambition: Master my supernatural abilities.
Predator: Scene Queen
Convictions: Never become someone else’ mark.
Touchstone: Cal Freeman — New Age Shop Owner
Humanity: 7
Generation: 12th
Blood Potency: 1
Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 3, Manipulation 4, Composure 3; Intelligence
2, Wits 3, Resolve 2
Secondary Attributes: Health 5, Willpower 5
Skills: Drive 1, Firearms (Quick-draw) 1; Etiquette (Occult Circles) 2, Leadership 3, Persuasion (Fast-Talk)
4, Subterfuge 3; Awareness 3, Finance (Money Laundering) 1, Occult (Cults) 2, Politics 2
Disciplines: Auspex 2 (Sense the Unseen, Premonition), Celerity 1 (Cat’s Grace), Presence 1 (Awe),
Potence 1 (Lethal Body)
Advantages: Beautiful, Bond Resistance, Contacts (Cleo Stanford — Local Journalist) 1, Fame 1, Herd
(VIP Club) 2, Resources 2
Flaws: Disliked (Local Skeptics), Known Blankbody
Experience: 24 spent

31
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Lorrin “Sage” Malone Concept Pragmatic Soothsayer Predator Scene Queen
Chronicle Under a Changing Moon Ambition Clan Toreador
Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics 


Brawl  Etiquette Occult Circles  Awareness 
Craft  Insight  Finance Money Laundering 
Drive  Intimidation  Investigation 
Firearms  Leadership  Medicine 
Melee  Performance  Occult Cults 
Larceny  Persuasion Fast-Talk  Politics 
Stealth  Streetwise  Science 
Survival  Subterfuge  Technology 
DI S C I PL I N E S
Auspex      Celerity      Presence 
Sense the Unseen Cat’s Grace Awe
Premonition

Potence   


Lethal Body

Resonance 32
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


Never become someone else’ mark. You suffer a penalty to dice pools
-Cal Freeman, New Age Shop Owner to activate Discipline equal to your
Bane Severity when there is no
beauty around.

Advantages & Flaws Blood Potency          


Beautiful  Blood Surge Mend Amount
2 dice 1 Superficial damage
Bond Resistance 
Power Bonus Rouse Re-Roll
Contact (Cleo Stanford, local journalist)     
None Level 1
Fame 
Feeding Penalty Bane Severity
Herd (VIP Club)  No Effect 2
Resources 
Total Experience

 Spent Experience 21

 True age

Apparent age

Date of birth 1981

Date of death 2013
Notes Appearance
Actions
These are things you can do but aren’t required:
• Be the face of your coterie and engage in social Distinguishing features
engineering.
• Use your charm to de-escalate conflicts or turn
enemies against each other. History
• Bring at least one Balm member under your When Sage started her career as a fake psychic, she
influence. thought it would be temporary. Five years later, she
managed a small psychic shop franchise. When one
of her employees blew the metaphorical whistle about
her creative accounting, an investor stepped in and
promised to smooth things over. The Embrace sealed
the deal. Now, she provides the Kindred with laundered
money and explores a world where everything she
pretended to be is real.
33

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UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Nicky “Desecrator” Howse (Grave Robber)


Desecrator was a witch who worked with the remains of the freshly dead. They’d never admit it to their
coven, but breaking in and stealing things was a greater thrill than the coven’s workings. One night,
the coven was ambushed by a ravenous vampire. Everyone died save for Desecrator, who collapsed from
exhaustion when the vampire regained his wits. Impressed by their stamina, he Embraced them on the
spot. Now, they break into grander places than the local cemetery.

Actions
These are things you can do but aren’t required:
• Be the burglar of your coterie and help them move safely.
• Use your slight-of-hand to create new opportunities.
• Collect a trophy from someone who dies tonight, not necessarily by your hand.

Clan: Gangrel
Embraced: 2014 (Born 1995)
Ambition: Discover an Antediluvian grave.
Predator: Sandman
Convictions: Stealing is justified if for a higher purpose.
Touchstone: Madcap — Transgressive Internet Personality
Humanity: 7
Generation: 12th
Blood Potency: 1
Attributes: Strength 2, Dexterity 4, Stamina 3; Charisma 2, Manipulation 2, Composure 3; Intelligence
2, Wits 3, Resolve 1
Secondary Attributes: Health 6, Willpower 4
Skills: Athletics 2, Brawl 2, Drive 1, Melee 2, Larceny (Lockpicking, Safecracking) 4, Stealth (Break-Ins)
3; Streetwise 3, Subterfuge 3; Awareness 1, Investigation 1, Occult 2, Technology 2
Disciplines: Animalism 1 (Sense the Beast), Fortitude 2 (Unswayable Mind, Toughness), Protean 2 (Eyes
of the Beast, Feral Weapons), Obfuscate 1 (Silence of Death)
Advantages: Iron Gullet, Mask (Colby Richardson — college student) 2, Resources 3
Flaws: Stake Bait
Experience: 25 spent

34
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Nicky “Desecrator” Howse Concept Grave Robber Predator Sandman


Chronicle Under a Changing Moon Ambition Discover an Antediluvian grave. Clan Gangrel

Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics 


Brawl  Etiquette  Awareness 
Craft  Insight  Finance 
Drive  Intimidation  Investigation 
Firearms  Leadership  Medicine 
Melee  Performance  Occult 
Larceny Lockpicking, Safecracking  Persuasion  Politics 
Stealth Break-ins  Streetwise  Science 
Survival  Subterfuge  Technology 
DI S C I PL I N E S
Animalism      Fortitude      Obfuscate 
Sense the Beast Unswayable Mind Silence of Death
Toughness

Protean   


Eyes of the Beast
Feral Weapons

Resonance 35
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


Stealing is justified if for a higher After a frenzy, you display animal
purpose. features, odors, or behaviors until
-Madcap,Transgressive Internet the end of the following evening.
Personality Choose a number equal to your
Bane Severity. Each feature reduces
an Attribute by one dot. Riding the
Wave of Frenzy reduces this to only
one feature.

Advantages & Flaws Blood Potency          


Iron Gullet  Blood Surge Mend Amount
2 dice 1 Superficial damage
Mask (Colby Richardson, college student)     
Power Bonus Rouse Re-Roll
Resources  None Level 1

Feeding Penalty Bane Severity
Flaw: Stake Bait  No Effect 2


Total Experience

 Spent Experience 25

 True age

Apparent age

Date of birth 1995

Date of death 2014
Notes Appearance
Actions
These are things you can do but aren’t required:
• Be the burglar of your coterie and help them move Distinguishing features
safely.
• Use your slight-of-hand to create new opportunities.
• Collect a trophy from someone who dies tonight, not History
necessarily by your hand. Desecrator was a witch who worked with the remains of
the freshly dead. They’d never admit it to their coven,
but breaking in and stealing things was a greater
thrill than the coven’s workings. One night, the coven
was ambushed by a ravenous vampire. Everyone died
save for Desecrator, who collapsed from exhaustion
when the vampire regained his wits. Impressed by their
stamina, he Embraced them on the spot. Now, they
break into grander places than the local cemetery.
36

© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Shea “Nightmare” Vincent (Impulsive Fighter)


Nightmare got her way through violence all her life, and prison cells were as much home as her apartment.
After a blood donation center turned out to be an arm of the Circulatory System, she fought her way out
and caught the eye of an important customer. After a long talk and a short fight, Nightmare underwent
the Embrace. She doesn’t mind her appearance downgrade if she spends her unlife in a world where
extreme violence is commonplace.

Actions
These are things you can do but aren’t required:
• Be the muscle of your coterie and defend them from threats.
• Use your capacity for violence to neutralize enemies.
• Pick a fight with someone you can’t beat… and win anyway.

Clan: Nosferatu
Embraced: 2011 (Born 1993)
Ambition: Destroy something ancient.
Predator: Alleycat
Convictions: Never tolerate weakness.
Touchstone: Sally Abbot — Personal Trainer
Humanity: 6
Generation: 12th
Blood Potency: 1
Attributes: Strength 4, Dexterity 3, Stamina 3; Charisma 2, Manipulation 2, Composure 1; Intelligence
2, Wits 3, Resolve 3
Secondary Attributes: Health 6, Willpower 3
Skills: Athletics 3, Brawl (Grappling) 4, Firearms 3, Melee (Improvised Weapons) 3, Stealth 2, Survival 1;
Intimidation 2, Streetwise 1, Subterfuge 1; Awareness 2, Invesitgation 1, Technology 1
Disciplines: Animalism 1 (Sense the Beast), Obfuscate 1 (Silence of Death), Potence 3 (Lethal Body,
Prowess, Brutal Feed)
Advantages: Blood Hound, Contacts (Coyne Street Lords) 5, Resources 2, Status (Anarchs) 1
Flaws: Bond Junkie, Long Bond, Repulsive (via Clan Bane)
Experience: 26 spent

37
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Shea “Nightmare” Vincent Concept Impulsive Fighter Predator Alleycat


Chronicle Under a Changing Moon Ambition Destroy something ancient. Clan Nosferatu

Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics 


Brawl Grappling  Etiquette  Awareness 
Craft  Insight  Finance 
Drive  Intimidation  Investigation 
Firearms  Leadership  Medicine 
Melee Improvised Weapons  Performance  Occult 
Larceny  Persuasion  Politics 
Stealth  Streetwise  Science 
Survival  Subterfuge  Technology 
DI S C I PL I N E S
Animalism      Obfuscate      Potence 
Sense the Beast Silence of Death Lethal Body
Prowess
Brutal Feed

  

Resonance 38
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


Never tolerate weakness. You suffer the Repulsive Flaw and a
-Sally Abbot, Personal Trainer Bane Severity penalty to dice pools
to disguise your repulsive nature.

Advantages & Flaws Blood Potency          


Blood Hound  Blood Surge Mend Amount
2 dice 1 Superficial damage
Contacts (Coyne Street Lords) 
Power Bonus Rouse Re-Roll
Resources  None Level 1
Status (Anarchs) 
Feeding Penalty Bane Severity
 No effect 2
Flaw: Bond Junkie 
Flaw: Long Bond Total Experience

Flaw: Repulsive (from Clan Bane)  Spent Experience 26

 True age

Apparent age

Date of birth 1993

Date of death 2011
Notes Appearance
Actions
These are things you can do but aren’t required:
• Be the muscle of your coterie and defend them from Distinguishing features
threats.
• Use your capacity for violence to neutralize enemies.
• Pick a fight with someone you can’t beat… and win History
anyway. Nightmare got her way through violence all her life,
and prison cells were as much home as her apartment.
After a blood donation center turned out to be an arm
of the Circulatory System, she fought her way out
and caught the eye of an important customer. After a
long talk and a short fight, Nightmare underwent the
Embrace. She doesn’t mind her appearance downgrade
if she spends her unlife in a world where extreme
violence is commonplace.
39

© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Skyler “Getaway” Granville (Creative Improviser)


Getaway was Embraced as part of an elaborate rivalry between two powerful vampires, which ended
in both seeing final death. He didn’t earn his nickname just by talking his way out of the Prince’s
punishment or because he escaped the machinations of his sire’s surviving childer. Pay him enough
blood, and he’ll get anyone out of trouble. His specialty is helping Kindred escape situations involving
other supernatural creatures, which puts him at the top of the coterie’s speed dial.

Actions
These are things you can do but aren’t required:
• Be the wild card of your coterie and ensure their victory by any means necessary.
• Use your variety of skills to create another chance of success, or at least a good exit strategy.
• Get someone to respect you or owe you a favor.

Clan: Ventrue
Embraced: 2004 (Born 1979)
Ambition: Start my own domain.
Predator: Consensualist
Convictions: You can always trust your spontaneous reactions.
Touchstone: Patty Corrigan — Stand Up Comedian
Humanity: 8
Generation: 12th
Blood Potency: 1
Attributes: Strength 2, Dexterity 3, Stamina 3; Charisma 2, Manipulation 2, Composure 2; Intelligence
1, Wits 3, Resolve 4
Secondary Attributes: Health 8, Willpower 6
Skills: Athletics 3, Brawl 2, Drive (Evasion, Tailing) 4, Firearms 2, Melee 2; Animal Ken 1, Etiquette 1,
Insight 1, Persuasion (Victims) 1; Subterfuge 1 (Feign mortality), Awareness 3, Medicine (First Aid) 3,
Politics 1
Disciplines: Auspex 1 (Heightened Senses), Dominate 2 (Cloud Memory, Mesmerize), Fortitude 2
(Resilience, Toughness), Presence 1 (Daunt)
Advantages: Blood Hound, Contacts (City Journalists) 2, Influence (City) 3, Resources 1
Flaws: Dark Secret: Masquerade Breacher, No Haven, Prey Exclusion (Non-consenting, Children)
Experience: 24 spent

40
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Skyler “Getaway” Granville Concept Creative Improviser Predator Consensualist


Chronicle Under a Changing Moon Ambition Clan Ventrue

Sire Desire Generation 12th

AT T R I BU T E S
Physical Social Mental
Strength  Charisma  Intelligence 
Dexterity  Manipulation  Wits 
Stamina  Composure  Resolve 
Health Willpower
■■■■■ ■■■■■ ■■■■■ ■■■■■
SK I L L S

Athletics  Animal Ken  Academics 


Brawl  Etiquette  Awareness 
Craft  Insight  Finance 
Drive Evasion, Tailing  Intimidation  Investigation 
Firearms  Leadership  Medicine First Aid 
Melee  Performance  Occult 
Larceny  Persuasion Victims  Politics 
Stealth  Streetwise  Science 
Survival  Subterfuge Feign Mortality  Technology 
DI S C I PL I N E S
Auspex      Dominate      Fortitude 
Heightened Senses Cloud Memory Resilience
Mesmerize Toughness

Presence   


Daunt

Resonance 41
Hunger ■■■■■ Humanity ■■■■■ ■■■■■
© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones & Convictions Clan Bane


You can always trust your You prefer to drink from men,
spontaneous reactions. slaking Hunger from other mortals
-Patty Corrigan, Stand Up Comedian (not Kindred) inflicts Superficial
damage to Willpower equal to your
Bane Severity.

Advantages & Flaws Blood Potency          


Blood Hound  Blood Surge Mend Amount
2 dice 1 Superficial damage
Contacts (City Journalists) 
Power Bonus Rouse Re-Roll
Influence (City)  None Level 1
Resources 
Feeding Penalty Bane Severity
 No effect 2
Flaw: Dark Secret-Masquerade Breacher 
Flaw: No Haven Total Experience

Prey Exclusion (Non-Consenting, Children)      Spent Experience 24

 True age

Apparent age

Date of birth 1979

Date of death 2004
Notes Appearance
Actions
These are things you can do but aren’t required:
• Be the wild card of your coterie and ensure their Distinguishing features
victory by any means necessary.
• Use your variety of skills to create another chance
of success, or at least a good exit strategy. History
• Get someone to respect you or owe you a favor. Getaway was Embraced as part of an elaborate rivalry
between two powerful vampires, which ended in both
seeing final death. He didn’t earn his nickname just
by talking his way out of the Prince’s punishment
or because he escaped the machinations of his sire’s
surviving childer. Pay him enough blood, and he’ll get
anyone out of trouble. His specialty is helping Kindred
escape situations involving other supernatural creatures,
which puts him at the top of the coterie’s speed dial.
42

© 2025 Renegade Game Studios. All Rights Reserved. © Paradox Interactive AB (publ)
Corpse Artist (Solemn Executioner)
Corpse Artist was a killer well before their First Change. As a military drone pilot, their weapons were
a joystick and a trigger. They hated how they felt nothing after each kill. After an attempted mugging
unleashed the wolf within, the mixture of fear, rage, and sadness was a relief. They slay unrepentant Litany
violators but yearn for a code that makes these deaths unnecessary.

Actions
These are things you can do but aren’t required:
• Be the muscle of your pack and defend them from threats.
• Use your combat expertise to overwhelm threats.
• Bring someone guilty to a messy end.

Tribe: Galestalkers
Auspice: Ahroun
Patron: North Wind
Touchstone: Walter Binek — Former Chaplain
Attributes: Strength 4, Dexterity 3, Stamina 3; Charisma 2, Manipulation 1, Composure 2; Intelligence 3,
Wits 2, Resolve 2.
Secondary Attributes: Health 6, Willpower 4
Skills (Specialist): Athletics 1, Brawl (Grappling) 4, Firearms 3, Melee 3, Stealth 2, Survival 2, Insight 1,
Intimidation 2, Leadership 1; Awareness 1, Technology 3
Renown: Glory 1, Honor 3
Gifts: Camouflage, Halt the Coward’s Flight, Razor Claws, Staredown
Rites: Gathering for the Departed
Advantages: Obscure Safe House, Resources 2, Talisman (Klaive)
Flaws: Folkloric Bane (Moonstone Weapon), Folkloric Block (Brandished Silver)
Experience: 26 spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Corpse Artist Concept Solemn Executioner Patron North Wind

Chronicle Under a Changing Moon Auspice Ahroun Tribe Galestalkers

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

  


Grappling
Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

00000
Craft. ..................................................   00000
Insight ...........................................   Finance ................................................ 00000

  
  
Lar ceny ............................................ 00000
 Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Camouflage - Free/1W. Become harder to see (p. 168)


Halt the Coward's Flight Resolve + Honor 1 R. Ch. Slow a fleeing target (p. 161)
Razor Claws - Free/1R. Deal extra damage with claws (p. 162)
Staredown Charisma + Honor 1 R. Ch. Cause humans and animals to get out of your way (p. 147)

Gathering for the Departed - - Honor the dead (p. 187)

RageOOOOO
44
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans

Walter Binek - Former Chaplain Favor:


One-die bonus to pursue your prey.

Ban:
Always partake in a fresh kill daily.

ADVANTAGES & FLAWS FORMS of the GAROU


Obscure Safe House  Homid Cost: Free
Silver immunity
Resources 
Talisman (Klaive, p. 188)  Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check
Flaw: Folkloric Bane - Moonstone Weapons  Crinos Cost: Two Rage Checks
Spend 1 Willpower per turn or frenzy
Flaw: Folkloric Block - Brandished Silver  Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
Corpse Artist was a killer well before their First Change.
As a military drone pilot, their weapons were a joystick Actions
and a trigger. They hated how they felt nothing after These are things you can do but aren’t required:
each kill. After an attempted mugging unleashed the wolf • Be the muscle of your pack and defend them from threats.
within, the mixture of fear, rage, and sadness was a relief. • Use your combat expertise to overwhelm threats.
They slay unrepentant Litany violators but yearn for a • Bring someone guilty to a messy end.
code that makes these deaths unnecessary.
Total Experience
Spent Experience 26
45
Encompassing Heart (Devil’s Advocate)
Pursuing a career in Corporate Law brought Encompassing Heart to the First Change, something she
still finds hilarious. A fellow intern double-crossed her for a promised position at their law firm, and the
next thing she knew, the walls were painted with blood. She defends suspected violators of the Litany even
when obviously Guilty. She respects the code but wants a revived Garou Nation to re-write it from scratch.

Actions
These are things you can do but aren’t required:
• Be the face of your pack and engage in social engineering.
• Throw off enemies or gain allies with your earnestness.
• Get someone to seriously reconsider an ideal they believe in.

Tribe: Children of Gaia


Auspice: Philodox
Patron: Unicorn
Touchstone: Oswald Boothman — City Clerk
Attributes: Strength 2, Dexterity 2, Stamina 1; Charisma 3, Manipulation 4, Composure 3; Intelligence
2, Wits 2, Resolve 3
Secondary Attributes: Health 4, Willpower 6
Skills (Specialist): Firearms 1, Stealth 1; Etiquette 3, Insight 3, Persuasion (Legal Argument) 4,
Subterfuge 3; Academics (Law) 2, Investigation 3, Medicine 1, Politics 3
Renown: Glory 1, Honor 1, Wisdom 2
Gifts: Ancestral Conviction, Brother’s Scent, Raging Strike
Rites: Rite of Contrition
Advantages: Corroborated Day Job, Resources 3, Talisman (Partridge Wing)
Flaws: Enemy (Leyton Dean — First Change Survivor) 2
Experience: 23 spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Encompassing Heart Concept Devil’s Advocate Patron Unicorn

Chronicle Under a Changing Moon Auspice Philodox Tribe Children of Gaia

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

Law
  
Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

00000
Craft. ..................................................   00000
Insight ...........................................   Finance ................................................ 00000

  
  
Lar ceny ............................................ 00000
 Legal Arguments
Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Ancestral Conviction - 1 Will. Persuade other Garou (p. 155)


Brother's Scent Composure + Wisdom Will Become overlooked in a crowd (p. 167)
Raging Strike - 1 R. Ch. Deal extra damage with Brawl attacks (p. 147)

Rite of Contrition Honor + Etiquette - Make amends with a spirit or cast chagrin off (p. 182)

RageOOOOO
47
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans

Oswald Boothman - City Clerk Favor:


One-die bonus to Awareness or Insight
tests to learn something about an
individual person, animal, or spirit.

Ban:
Never lie, misdirect, or hide the truth for
personal gain.

ADVANTAGES & FLAWS FORMS of the GAROU


Corroborated Day Job  Homid Cost: Free
Silver immunity
Resources 
Talisman (Partridge Wing, p. 189)  Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check
Flaw: Enemy (Leyton Dean - First Change Survivor)
 Crinos Cost: Two Rage Checks
Spend 1 Willpower per turn or frenzy
 Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
Pursuing a career in Corporate Law brought Encompassing
Heart to the First Change, something she still finds Actions
These are things you can do but aren’t required:
hilarious. A fellow intern double-crossed her for a
• Be the face of your pack and engage in social engineering.
promised position at their law firm, and the next thing • Throw off enemies or gain allies with your earnestness.
she knew, the walls were painted with blood. She defends • Get someone to seriously reconsider an ideal they believe in.
suspected violators of the Litany even when obviously
Guilty. She respects the code but wants a revived Garou
Nation to re-write it from scratch. Total Experience
Spent Experience 23
48
Encyclopedia (Resolute Investigator)
Encyclopedia’s First Change came after getting laid off from a tech company after 30 years of loyal service.
A nature walk ended with waking up among felled trees and a mouthful of something or someone’s flesh.
They seek out the locations, determine the crimes of possible Litany violators, and uphold it because rules
are meant to be followed.

Actions
These are things you can do but aren’t required:
• Be the tech expert of your pack and grant an electronic advantage.
• Use your tools to enhance situational awareness.
• Surprise someone with information you uncovered.

Tribe: Ghost Council


Auspice: Theurge
Patron: Horned Serpent
Touchstone: Kaylee Bakshi — Former Co-Worker
Attributes: Strength 2, Dexterity 3, Stamina 3; Charisma 1, Manipulation 2, Composure 2; Intelligence
4, Wits 2, Resolve 3
Secondary Attributes: Health 5, Willpower 5
Skills (Specialist): Brawl 1, Craft (Design) 3, Firearms 1, Melee 1, Survival 3; Animal Ken 2; Academics
(Mathematics) 2, Awareness 2, Occult 2, Science (Engineering) 3, Technology (Hacking) 4
Renown: Honor 2, Wisdom 2
Gifts: Augur, Ensnare Spirit, Penumbral Senses, Shadow Sense
Rites: Rite of Spirit Summoning
Advantages: Day Job, Spirit Pact (“Fritz,” Electricity Gaffling, Companion) 2, Resources 2
Flaws: Crone’s Curse
Experience: 24 spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Encyclopedia Concept Resolute Investigator Patron Horned Serpent

Chronicle Under a Changing Moon Auspice Theurge Tribe Ghost Council

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

Mathematics
  
Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

Design
Craft. .................................................. 00000
  00000
Insight ...........................................   Finance ................................................ 00000

  
  
Lar ceny ............................................ 00000
 Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 Engineering
S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Hacking
Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Augur Intelligence + Wisdom 1 Will. View another location (p. 170)


Ensnare Spirit Wits + Honor 1 Will. Stop a spirit and make it susceptible to further Gifts (p. 152)
Penumbral Senses Intelligence + Wisdom 1 Will. Perceive the spirit and mundane worlds (p. 147)
Shadow Sense Wits + Wisdom 1 Will. Sense unseen creatures and the supernatural (p. 153)

Rite of Spirit Summoning Honor + Persuasion - Call a spirit to you (p. 183)

RageOOOOO
50
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans

Kaylee Bakshi - Former Co-Worker Favor:


One-die bonus to Investigation,
Occult, and Subterfuge tests related to
revealing a kept secret.

Ban:
Always satisfy your curiosity.

ADVANTAGES & FLAWS FORMS of the GAROU


Day Job  Homid Cost: Free
Silver immunity
Spirit Pact - "Fritz," Electricity Gaffling 
- Companion  Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Resources Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check

 Crinos Cost: Two Rage Checks


Spend 1 Willpower per turn or frenzy
Flaw: Crone's Curse  Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
Encyclopedia’s First Change came after getting laid off
from a tech company after 30 years of loyal service. A Actions
nature walk ended with waking up among felled trees and These are things you can do but aren’t required:
a mouthful of something or someone’s flesh. They seek • Be the tech expert of your pack and grant an electronic advantage.
out the locations, determine the crimes of possible Litany • Use your tools to enhance situational awareness.
violators, and uphold it because rules are meant to be • Surprise someone with information you uncovered.
followed.
Total Experience
Spent Experience 24
51
Odell, Who Walks With Justice (Spiritual Judge)
“Odell” was the name of his last cover as a spy. He specialized in deep cover operations and handled
operatives that overturned governments. Just as he began questioning the morality of his career, the First
Change ended it. He makes final judgment on a Litany violation and upholds it because he believes strong
people hold strong values.

Actions
These are things you can do but aren’t required:
• Be the mastermind of your pack and create plans.
• Use your expertise to minimize surprises.
• Ensure an enemy’s actions fulfill your own schemes.

Tribe: Shadow Lords


Auspice: Philodox
Patron: Thunder
Touchstone: Harriet Baxter — Retired Diplomat
Attributes: Strength 1, Dexterity 2, Stamina 2; Charisma 3, Manipulation 2, Composure 2; Intelligence
4, Wits 3, Resolve 3
Secondary Attributes: Health 5, Willpower 5
Skills (Specialist): Firearms 1, Larceny 1, Stealth 1; Insight (Interrogation) 2, Intimidation 2, Leadership
4, Persuasion 3, Streetwise 3, Subterfuge 3; Finance 2, Investigation 2, Politics 2
Renown: Glory 2, Wisdom 1
Gifts: Eyes of the Owl, Fatal Flaw, Gaia’s Candor, Sense the True Form
Rites: Rite of the Forgetful Record
Advantages: Contacts (Retired Spies) 2, Mask (Will Fredrickson — Think Tank Member) 2, Talisman
(Wind Whistle) 3
Flaws: Enemy (Thomas Becker — Think Tank Rival) 2
Experience: 26 spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Odell, Who Walks With Justice Concept Spiritual Judge Patron Thunder

Chronicle Auspice Tribe Shadow Lords

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

  


Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

00000
Craft. ..................................................   Insight Interrogation 00000
...........................................   Finance ................................................ 00000

  
  
Lar ceny ............................................ 00000
 Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Eyes of the Owl - 1 Will. See in the dark (p. 146)


Fatal Flaw Intelligence + Glory 1 Will. Discover how best to injure a target (p. 175)
Gaia's Candor Charisma + Glory 1 R. Ch. Determine if a target believes what they say (p. 156)
Sense the True Form Wits + Wisdom 1 Will. Detect a creature’s supernatural nature (p. 156)

Rite of the Forgetful Record Wisdom + Investigation - Corrupt electronically or physically recorded information (p. 182)

RageOOOOO
53
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans

Harriet Baxter - Retired Diplomat Favor:


One-die bonus to Animal Ken,
Intimidation, or Subterfuge tests related
to threats or exploiting a weakness.

Ban:
Never lose a conflict to a Garou of
lesser Total Renown.

ADVANTAGES & FLAWS FORMS of the GAROU


Contacts - Retired Spies  Homid Cost: Free
Silver immunity
Mask: Will Frederickson - Think Tank Member 
Talisman (Wind Whistle, p. 190)  Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check
Flaw: Enemy (Thomas Becker - Think Tank Rival)  Crinos Cost: Two Rage Checks
Spend 1 Willpower per turn or frenzy
 Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
“Odell” was the name of his last cover as a spy. He
specialized in deep cover operations and handled Actions
operatives that overturned governments. Just as he began These are things you can do but aren’t required:
questioning the morality of his career, the First Change • Be the mastermind of your pack and create plans.
ended it. He makes final judgment on a Litany violation • Use your expertise to minimize surprises.
and upholds it because he believes strong people hold • Ensure an enemy’s actions fulfill your own schemes.
strong values.
Total Experience
Spent Experience 26
54
Rivercutter (Pragmatic Exiler)
Rivercutter spent much of her youth helping her family escape their war-torn country. Her First Change
came after a border guard made one threat too many. He paid the price but so did her loved ones. She
arranges and enforces the exile of Litany violators unworthy of death. She upholds it because it’s one of the
few things most Garou agree on.

Actions
These are things you can do but aren’t required:
• Be the wild card, ensure victory by any means necessary.
• Use your variety of skills to come in clutch.
• Get out of a dire situation alive.

Tribe: Bone Gnawers


Auspice: Galliard
Patron: Rat
Touchstone: Ricardo Alamilla — Local Activist
Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 3, Manipulation 3, Composure 1; Intelligence 3,
Wits 2, Resolve 4
Secondary Attributes: Health 5, Willpower 5
Skills (Specialist): Athletics 2, Brawl 2, Drive (Evasion) 4, Firearms 2, Melee 2, Larceny 1, Survival 3,
Insight 2, Streetwise 3; Awareness 2, Investigation 3
Renown: Glory 1, Honor 2
Gifts: Animal Magnetism, Catfeet, Howl of Assembly, Sight From Beyond
Rites: Rite of the Wolf Reborn
Advantages: Allies (Local Homeless) 4, Talisman (Pack Sized Shadowshard) 3
Flaws: Person of Interest
Experience: 29 spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Rivercutter Concept Pragmatic Exiler Patron Rat

Chronicle Under a Changing Moon Auspice Galliard Tribe Bone Gnawers

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

  


Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

00000
Craft. ..................................................   00000
Insight ...........................................   Finance ................................................ 00000

Evasion   
  
Lar ceny ............................................ 00000
 Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Animal Magnetism - 1 R. Ch. Bonus to Social tests against humans (p. 158)
Catfeet - 1 Will. Gain a supernatural sense of balance (p. 146)
Howl of Assembly Charisma + Honor 1 R. Ch. Call other Garou to you and fortify those heeding your call (p. 159)
Sight from Beyond Intelligence + Wisdom 1W/Free Prophetic visions (p. 153)

Rite of the Wolf Reborn Highest Renown + Leadership - Help a participant regain the ability to shapeshift (p. 186)

RageOOOOO
56
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans

Ricardo Alamilla - Local Activist Favor:


One-die bonus to dice pools to find
something lost or overlooked.

Ban:
Never pass up a significant opportunity
to give the disadvantaged a leg up.

ADVANTAGES & FLAWS FORMS of the GAROU


Allies - Local Homeless  Homid Cost: Free
Silver immunity
Talisman (Pack-sized Shadowshard, p. 189) 
 Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Flaw: Person of Interest Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check

 Crinos Cost: Two Rage Checks


Spend 1 Willpower per turn or frenzy
 Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
Rivercutter spent much of her youth helping her family
escape their war-torn country. Her First Change came Actions
after a border guard made one threat too many. He paid These are things you can do but aren’t required:
the price but so did her loved ones. She arranges and • Be the wild card, ensure victory by any means necessary.
enforces the exile of Litany violators unworthy of death. • Use your variety of skills to come in clutch.
She upholds it because it’s one of the few things most • Get out of a dire situation alive.
Garou agree on.
Total Experience
Spent Experience 29
57
Tears-the-Heels (Relentless Tracker)
Tears-the-Heels, a wolf-born Garou, never forgot the fear in his mother’s eyes when a fomor devoured her, the
terror in the monster’s eyes as he pursued it after the First Change, and the panic in his siblings’ eyes when
they fled from him after saving them. He blames humanity for his losses and carefully observes the human
world to use their works against them. He pursues and catches Litany violators. He strives for a new Litany
that equalizes authority, putting him at odds with other tribe members.

Actions
These are things you can do but aren’t required:
• Be the burglar of your pack and help them move stealthily.
• Use your slight-of-hand (or paw) to break into secure places.
• Destroy or disable an object made by humans.

Tribe: Red Talons


Auspice: Ragabash
Patron: Griffin
Touchstone: Brad Martin — The Only Good Park Ranger
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 2, Manipulation 2, Composure 2; Intelligence 1,
Wits 3, Resolve 2
Secondary Attributes: Health 6, Willpower 4
Skills (Specialist): Athletics 1, Brawl 3, Larceny (Lockpicking, Safecracking) 4, Stealth 3, Survival 2; Animal
Ken 3, Insight 1, Intimidation 2, Streetwise 2, Awareness 1, Investigation 1
Renown: Glory 2, Honor 2
Gifts: Blissful Ignorance, Gremlins, Hare’s Leap, Render Down
Rites: Rite of Rage, Rite of Shadow Passage
Advantages: Spirit Pact (“Tumbler,” Theft Gaffling, Companion) 2, Talisman (Spirit Catcher)
Flaws: Illiterate
Experience: 26 Spent
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Name Tears-the-Heels Concept Relentless Tracker Patron Griffin

Chronicle Under a Changing Moon Auspice Ragabash Tribe Red Talons

ATTRIBUTES
PHYSICAL SOCIAL MENTAL
Strength 00000
 Charisma 00000
 Intelligence 00000

Dexterity 00000
 Manipulation 00000
 Wits 00000

Stamina 00000
 Composure 00000
 Resolve 00000


nnnnnnnnnn nnnnnnnnnn
Health Willpower
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

■ tl-tl-
tl, ■ ■ t1
Crinos ■

  


Brawl .................................................. 00000
  Etiqu ett e ..................................... 00000
 Aw areness ......................................... 00000

00000
Craft. ..................................................   00000
Insight ...........................................   Finance ................................................ 00000

  
  
Lockpicking,
Lar ceny ............................................
Safecracking 00000
 Performance ............................... 0
 0000
 Oc cult ................................................... 00000

Mel ee ................................................. 00000
 Persu asion ................................. 00000
 Politi.cs ............................................ 00000

St e alth ............................................ 0
 0000
 Str eetwis e .................................. 0
 0000
 S ci enc.e ................................................ 00000

Survival ········································· 00000
 Subt erfuge ································••0
 0000
 Te chnology ······································· 00000


Glory    00
000  Honor    00
000  Wisdom 00000


---------------,1...ij1.1.!
i..�1i:.!��:.11u.Ji
l�ia.:l*�i
lt-----------------
N ame Pool Cost Not es

Blissful Ignorance - 1 Will. Stand unseen (p. 149)


Gremlins Charisma + Glory 1 R. Ch. Cause a device to malfunction (p. 149)
Hare's Leap Strength + Glory 1 R. Ch. Leap great distances (p. 146)
Render Down Resolve + Honor 1 R. Ch. Corrode an object (p. 174)

Rite of Rage Glory + Intimidation - Increase participants’ Rage (p. 181)


Rite of Shadow Passage Any Renown + Occult - Enter the Umbra (p. 182)

RageOOOOO
59
UNDER A CHANGING MOON V A M P I R E : T H E M A S Q U E R A D E A N D W E R E W O L F : T H E A P O C A LY P S E

Chronicle Tenets Touchstones Favors & Bans


Brad Martin - The Only Good Park Ranger Favor: One-die bonus to Brawl tests
when your Health is below half.

Ban: Only make Academics, Driving,


Finance, Firearms, Science, or
Technology test to subvert or destroy,
never repair or even utilize.

ADVANTAGES & FLAWS FORMS of the GAROU


Spirit Pact - Tumbler, Theft Gafling  Homid Cost: Free
Silver immunity
- Companion 
Talisman (Spirit Catcher, p. 189)  Glabro Cost: One Rage Check
Physical Tests: Two-Dice Bonus
Social Tests: Two-Dice Penalty*
 Regenerate: 1 per Rage Check
Flaw: Illiterate  Crinos Cost: Two Rage Checks
Spend 1 Willpower per turn or frenzy
 Physical Tests: Four-Dice Bonus
Health Levels: +4
 Social and Stealth Tests: Fail
Regenerate: 2 Per Rage Check
 Claws: +3
Bite: +1 Aggravated
 Causes Delirium

 Hispo Cost: One Rage Check


Physical Tests:
 Two-Dice Bonus**
Stealth Tests: Two-Dice Penalty
Harano ■ ■ ■ ■ ■ Hauglosk ■ ■ ■ ■ ■
Social Tests: Limited to wolves
and Garou
Regenerate: 1 per Rage Check
Apperance Bite: +1 Aggravated

Lupus Cost: Free


Silver immunity
Social Tests: Limited to wolves
and Garou

* Does not apply to intimidation or non-humans

History ** Does not apply to Stealth tests

Notes
Tears-the-Heels, a wolf-born Garou, never forgot the
fear in his mother’s eyes when a fomor devoured her, the Actions
These are things you can do but aren’t required:
terror in the monster’s eyes as he pursued it after the First
• Be the burglar of your pack and help them move stealthily.
Change, and the panic in his siblings’ eyes when they • Use your slight-of-hand (or paw) to break into secure places.
fled from him after saving them. He blames humanity for • Destroy or disable an object made by humans.
his losses and carefully observes the human world to use
their works against them. He pursues and catches Litany
violators. He strives for a new Litany that equalizes Total Experience
authority, putting him at odds with other tribe members.
Spent Experience 26
60

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