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 30083Story
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 isWho'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 carefuls 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 ScreenStory 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