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The following stories are designed co fit into the Storyteller’s ongoing chronicle, All city locations — and even the location of the pacl caer — should be decided by the Storyteller. Names and locations are given in the stories for ease of use, but ifthe material presented works teller should n betcer with alterations, the Si to change what is Written By James Mo Developed By: Bill Bri Robeet Harch Matt Korteling, Chris McDonough (Maps) Jyr and Steve Carter) Layout and Typesetting: Chris McDonough, Aileen alyps and re Sereen et White Wel ne. All plces al text herein ae hepa Werewolf the A By James Moore Battle Maps: All of he adventures presented here come complete with hi ‘cardboard standups. Please cons the Werewolf rulebook (pp. tle maps, for use with either miniatures oF the miniatures rules in Non-player Character Traits: Each encountered son has a Health Level chart. These chart are design be checked of ring with "OK" 4598 STONEGATE IND. BLD. é Ht NTH. GA 30083 Story Stop the pre Any overzealous newspaper editor Plot Outline A local contact informs one ofthe characters that there will be photographs of a stran a whole tribe of Bigfoots” in the next issue of The Natios alse, a locally publishes distribution, There isa very real threat that someone has taken photographs ofthe sept's moot, held only afew days herd of creatures, possibly “news magazine” with national before, Worse still, the tabloid is being printed by Bane ridden machinery capable of weakening the Veil With no other information available, the charact must risk open exposure in order to capture the photo- anthasnoidea who the photograph graphs, Thein nor any knowledge about the layout of the newspape olfices. Above all else, the Gar achieve their goals, Here isastory where wits, notclaws, are needed to win the day Theme The theme of “Camera Shy" is responsibility. Photo: graphs of werewolves are appearing in newspapers, and the Veil may be compromised. The characters discover the potential leak, and itis their responsibility to discover what Mood ‘The mood of “Camers Shy" is one of urgency and caution. The pack must enter the offices of the local newspaper and try to retrieve the photographs and negatives of the werewolf pictures. Let paper, place and probably a few security guards. The pack must stop the ize that: into the offices of the news- reemphs ith many reporters and many photographers, ‘werewolf photographs from being published, but they must also avoid confrontation, Worst of al, the newspapers offices are in the heart of the city Battle Map Challenge The combat challenge in “Camera Shy” comes from close quarters. The hallways in the tabloids offices are only cone yard wide (one hex). A G: possibly Lupus form (depending on exact build) is simply not going to be capable of moving freely in the hallways, Leaping in these forms is effectively impossible. Crinos o Hispo cannot even walk the hallways side by side; they must move in single ile” formation. Attemptsto traverse the corridors in any other way will increase diffi cculty numberssubstantially. Even in Homid form, Garou in this area cannot stand in the same hex without some form of penalty. As a rule of thumb, motion suffers a difficulty increase as follows: Homid +1 Glabro +2, Crinos +4, Hispo +3, and Lupus +L. Additionally, the rooms all have low ceili with, doorway. any activity involving only hat are six feet in 10 (and perhaps Glabro) suffer problems when running about (+1 t0 all Dexterity difficulties). Scene One: Informer A werewolfs Contact, or even one of her Kinfolk that just ha sare unaffected, but pens to know someone at the paper, tells her about the pictures scheduled to appear in the next issue of The Nation’s Pulse. The paper is already hyping the pictures with radio spots andl even a large advertisement about the four-page spread of exclusive photos The following information can he gathered by the pack if they peruse th abloid or question theit informs * The photographer's name is Tom Detweiller. He previously received a Pulitze rize nomination fora port- folio of powerful photos documenting Desert Storm. He and frequently seement with always retains the rights to his materi releases his pictures to syndication. His The Nation's Pulse allows the tabloid first dibs on any local news photos. Ifthe pictures and negatives are not seized by theppack immediately, chere isa very real threat of national exposure; Detweille’s name carries some clout in journal- 2 Storytelling Screen | Detweiller is a local resident, but his address and phone number areunlisted. The only possibility of gathering more information on the man is actually to go to the newspaper offices. The informant can provide absolutely no mote information about Detwellet *# The latest issue of The Nation's Pulse thanks to M recently passed away, leavi ave special saret Agatha Henderson, a woman who jst ofer fortune to various animal shelters and co the paper. Mrs. Henderson also donated! a very large and somewhat antiquated news press to The Nation's Pulse, addinga message in her will “I eave this press to The Nation nation that is bold enough to cell the tuth, Pulse, the only paper in our great Since the last issue'sheadline cleaelystaredhat on the cover, the one with the phot up bear cub in her arm Maetian Love Child,” it Mrs, Henderson was a bit. onesquely | iphically touched. had just given birth to “Elvis? fairly safe to assume that the late In the event that the pack has no inf not read the newspaper, one of the sept's elders will mants or simply «will strongly send the characters on the mission, The eld advise the pack to go after regular business hours, to avoid unwanted attention, The sepe’s ekders can also provide the following informa: tion: A metis ofthe GI er tribe recently investigated the news however maper. He was never seen agnin. He did makea phone call to one of the sept'selders. The call was cut in che sound of gunfire. Most assume that he was Killed whilear the tabloids offices. He had just eno explain that the recently inherited press was actully a gift to the paper from Pentex, the new owner of The Nation's Puke. Hi lesigned to reduce the effects of the Delirium. Everyone who -xplained that the pressesare actually gigantic fetish, on reals the paper will actually be more inclined to believe the pictures are real, whether they are or not. Scene Two: Eyewitness News The pack's next steps and ne e: to retrieve the photographs cfore they can be published, and to the presses. As stated above, this task must be handled carefully; any blatant use of Garou talents will likely cause more problems. Above all else, the pack must be subtle. The newspaper is located in an old, two-story warehouse building. Employees set cheir own hours, and there are usually at le any given time of the day or ni a few workers on the premises at t. Thete are also security guards. Halfa dozen Crinos tearing through the offices wll certainly be noticed The fits floor holds the design and layout offices of the aper (in the front of the building), and the presses themselves (in the rear). The presses occupy approximately two-thirds of the first loot. The second floor is used primarily as storage and is secessible only through a door that leads from the reception itis locked Use the Strength Chart on pg. area. A security door connects the two fl a yam eam ASS Poca APC mine whether or not a charac Strength required is 5. Because of 212 of the rulebook tod ter can force entry; the thearea'shigh crime rate, the original owners had all ofthe wwindowson the second floor bricked in;there isnoentryway from the second floor. The Nation's Pulse is located in a rather dismal section of the city and has only two accessible entrances. The front entrance isnot locked, but a guard sits ar the receptionists desk after 6:00 p.m, Theonlyotherpoincofentry is located at the back of the warehou: sliding warehou present where the presses themselves are located. Two xd but not locked at the 1, open onto loading docks. This is where trucks ly inthe morning (about 400: coretrieve the newly printed papers. (This section is not detailed on the battle map.) The Gauntlet rating here is, The Perumbra-scape here is filled with an unholy noise — the screeching of the presses, which constantly attracts new Banes. A huge, amorphous blob—a Bane —can be seen where the presses are located in the physical world. It sits perchs presses, its tentacles buried in the paper-feeds. (See The s Bane, below.) doors, clo atop the The presses begin running at 12:00 midn copies ofthe story and pictures ofthe “Big which are ht, printing Family” — deed, pictures of Garou in Crinos form, Life will be considerably harder for the pack should these photos see print. oe a SSD Security Barrier ‘Strength Breaking ong does 6 Sneaking (Dex + Stealth roll) Difficulty Front offices (hefore midnigl Front offices (after midnight) 5 Press room (before midnight) 6 Press room (after midnight) 4 The Guards Physical: Strength 5, Dexterity 3, Stamina 6 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 3, Intelligence 2, Wits 3 Talents: Alertness 2, Athletics 2, Brawl 3, Dox Intimidation 3 Skil tiquette 1, Firearms 3, Melee 2, Stealth 2 Knowledges: Law 1 Fomor Powers: Immunity to the Delirium, Heightened illpower: 6 w Health Levels: Guard #1 (Reception atea): OK, ly -1, 2, 2, tncapacicated Guard #2 (Office B):OK, 1-12, -2,-5,Incapucitated Guard #3 (Office B):OK,-1,-1,-2, 2,5, Incapacitated Guard #4 (Press 100m): OK. Incapaci tated Equipment: Light revolvers, billy clubs The General Staff strength 2, Dexterity 2, Stamina 2 Manipulation Appearance 2 Mental: Perception 2, Intelligence 3, Wits I Talent Skill Knowledges: Investi Alertness 2, Expression 1 tiquette 2 tion 1, Law 1 Willpow. Health Levels: OK, -1 Bruce Donaldson (See “Office D”) Physical Social: Mental 5, Incapacit Strength 3, Dexterity 4, Stamina 2 Charisma 2, Manipulation 4, Appearance 3 Perception 4, Intelligence 3, Wits 5 Alertness 2, Athletics 2, Brawl 1, Dodge 4, Streetwise 4, Subrerf Talents: Intimidation Skills: Drive 3, Etiquette 2, Fire ms I, Melee 1, Stealth 4 Knowledges: Computer 1, Investigation 5, Law 1, Lin suisties 1 4 Storytelling Screen Backgrounds: Contacts 5 Willpower 9 Powers: Immunity to the Delirium — unknown Donaldson, he is Kinfolk, Health Levels: OK, -1, -1,-2 The Umbra Gauntlet Rating: 8 ‘The Press Bane Willpower 7, R: Charms: Reform, Weaken Delisium (Power cost: 7 per issue; this Charm x 5, Incapacitate ¢ 10, Gnosis 8, Power 45 fects of the Delirium on all people who read The Nation's Pulse, subtracting one for ad. The Nation's Pulse is being used as an experiment for the effectiveness ofthis Bang; if it succeeds, duces th every issue Pentex plans to move the Bane toone ofits more reputable magazines.) The Pi slsoa very distiner coward. Any attempt roattack the Bane will force i to Reform elsewhere, abandoning the press for ss Bane is very powerful in its own right, but is Who's Who in the Office (See th Security Guards There are several people in the front offices, mostly amera Shy" batele map) those responsible forensuring thar the next issue comes out ina presentable fashion. There ate alsoa surprising number of security guards present, more than would normally be expected in offices such as these. However, the guards all loo fairly bored and tend roneglect theirappointed duties, To sneak past any of the guards, players must roll Dexterity + Stealth (ffculty 7). spotted by the guards, werewolves in Homid or Glabso form will be stopped and «questioned. Any Crines, Hispo or Lupus will be shot on sight. The guards ll work for a secuty comp: from the paper. The Sentinel Securit and all security agents are hie yy separate vice isa subsidiary of Pentex, for their ability todo their job better than most, To ensure that its guards are alsvays prepared, Sentinel Security gives them regular checkups and booster shots of mega-vitamins. These shots have increased the guards’ strength and rendered them immune to the Delirium. If they receive too many more of these, they may become fomori The guards are courteous and generally friendly to the people atthe newspapers, bur they will not hesitate to stop an intruder, with the use of lethal force fnecessary. Quick-thinking Garouean prevent lood- shed simply by stating that they work as freelance reporters cor photographers at the paper. The guards have only recently been hited and are not familia witha the paper's cmployces. However, stammering or the inability to an sue simple questions i ll it takes to rigger the guard suspicions also well rained and ‘The guards are not tainted enough to be detectable by ‘Sense Wyrmor Scent of he True Form, although Sense the ‘Unnatural will reveal thar they have some mild supernatu- ral powers Front Offices The offices in the front ofthe building are all occupied me are being used by writers trying to meet their next deadline; others are being used by the staff assembling the paper. There are six offices total, not including the receptionists deskin the foyer. Ifthe Garou enterafter 6:00 pam,, the receptionist’ desk is occupied by a guard rather than the receptionist. * Office A: The fist office on the left past the foyer is being used by three men layingout the sports section of the paper. All three are tired, and none of them will pay any attention to people passing the office. They will notice anyone entering the room, but will merely nod and ignore them ifthe charactersdonotconfront them. Sofarasthese Camera Shy three are concemed, there is a security staf that will stop anyone who isn’t supposed to be there. * Office B: Thisoifice isbeingused by twoofthe security guards as.a break room. They are effectively ff duty ar the ‘moment and will ignore the pack unless the pack confronts them. The pack may find it necessary to confront the guards, however, for this room is also the file room for photographs. Several file cabinets contain a variety of strange and generally doctored photographs. However, the photographs sought by the pack are not in this room. * Office C: This office isactually adarkroom. A red light slows above the door. Inside, a photographer is developing his film. Any attempts to enter this room are met with a harsh: "Do you mind?! I'm workin’ in here!” This is indeed the room where the photographic negatives can be found. ‘The photographer, a thin man in his 20s, can easly be intimidated by any show of force. He will help the pack retrieve the negatives if he is threatened, * Office D: This office is being used by staff reporter Bruce Donaldson. He is writing a feature on the birth of a four-headed cow, Donaldson ishored totears and he has no useful information. Should the pack be abusive, he will verbally assault hem and then leave them alone. Ifthe pack threatens him, he will immediately ateempt to call security He can be easily placated with an apology, but will demand toknow who the pack members are and what they wantin the paper's offices. He will even go so far as to attempt to follow the pack. He hasbeen sniffing around fora good story forsome time, He isalso the reporter who wrote the story on the “Bigfoot Family.” * Office E: This office holds the microfiche library for the paper. Two researchers are here doing their best to gather more information. They ate far too busy to bother with che pack. Should the pack ask any questions, the researchers will curtly point the Garou in the direction of ‘what they need. * Office F: This office holds four people, who are laying ‘out the main section of the newspaper. They are very busy and will ignore che pack unless the pack has decided to approach the office before midnight. The paper they are currently assembling is of importance only if the pack arrives before the presses have started. Ifthe presses have not yer started, chen the vital photos are actualy being laid ‘out in this room, Ifthe characters approach after midnight, they see a stack of photos et to the side while the people in the room begin the preliminary layout for the next issue. The stack of photos includes the pictures they seek. Should the pack fail fr borch an attempt to take the photos discreetly, the employees alert security immediately. The security staff in turn notifies police, The characters could easily end up surrounded by police if they are not very careful s the character to subtract four for The Press Room scene. Failure (Not all of this r st ofthe night; a borch renders the character d the duration of the night ey and Complications tionally, Tom Detwei Garou tampering with the fusebox, i Any attempt 0} likely toresult in the at incredible sp hat manages to bypass the safery guards hysical strength against the pressis to discover the pe moves Thepressean beas attempts to take the pictures by force will quickly prove just eriousan enemy the presscan become. The paper will isatwork (midnight onwand),the noise spare no effort to locate the creatures that took theit property. News people will smell thata tory isthe taking, and they will do their ven falimbortwo—t paths with, and am When the pre level cau Renown ened Senses will suffer near the Ifthe characters succeed, each gains one point of Wis tually amplified by the Bane inside i tactics particulary Gift must makea Stamina points each, The roll (difficulty 8) to avoid minion of the Wyre, Success on this rol means the character must subtract 1g temporarily de from all hearing Perception Dice Pools for the duration of Storytelling Screen Story Two: Sneak Thief Theme ‘Sneak Thiet” isa story of betrayal, one that should cause ¢ just how tenuous the friendship and Garou can be. The story's theme is angers bearing gifts the pack to re: camaraderie of the simply to be wary of Mood The mood of Sneak Thief" israge. Ooragant, the story's villain, isa Black Spiral Dancer and a traitor to boot. His crimes against the sept cannot go unavensged. Battle Map Challenge The construction site battle map ish Jous in several ficultiesinmove- ment and balance), and the area is strewn with dangerous respects. The groundis wet (increasing d piles of haphazardly stacked construction material Forexample, large stacks of gindrslitterthe area. Players Jecide to stand on these piles, the be to gain a vantage point while looking for Ooragant. Any attempt to climb these small mountains could trigger an avalanche of heavy steel girders. Characters should roll Dexterity + Athletics (dificulty 8) to climb, Failure means the girders have slipped from under the character, causing him to lose A borch means the hundred pounds of steel. This inflicts five Health Levels of damage (can be

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