V5 - W5 - Under A Changing Moon - 7UIzJP
V5 - W5 - Under A Changing Moon - 7UIzJP
UNDER A
CHANGING
MOON
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
© 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.
In Chronicles 19
Appendix I: Antagonists 20
Balm Cultists 20
The Captive and Infiltrators 21
Keystone Agent 22
Rivals: Leeches & Lupines 22
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
4
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.
5
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).
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
6
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
7
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).
8
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.
9
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
10
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
11
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 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.
12
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
13
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 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.
14
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
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.
15
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
• 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
16
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 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.
17
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
18
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
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. ■
19
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
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
20
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
21
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
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.
22
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
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.
23
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
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.
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
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
25
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
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
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
Flaw: Enemy (Sarah McCracken, Private Eye) Total Experience
Flaw: Stigmata Spent Experience 24
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
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
28
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
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
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
Flaw: Dark Secret - Cleaver Total Experience
Flaw: Folkloric Block - Running Water Spent Experience 26
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
© 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
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
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
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
© 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
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
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
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
Total Experience
Spent Experience 25
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
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
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
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
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
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
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
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
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
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 ■
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
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
Ban:
Always partake in a fresh kill daily.
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.
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
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
Ban:
Never lie, misdirect, or hide the truth for
personal gain.
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.
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
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
Ban:
Always satisfy your curiosity.
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.
Name Odell, Who Walks With Justice Concept Spiritual Judge Patron Thunder
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 ■
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
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
Ban:
Never lose a conflict to a Garou of
lesser Total Renown.
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.
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 ■
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
Ban:
Never pass up a significant opportunity
to give the disadvantaged a leg up.
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.
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 ■
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
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
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