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Things I Have Learned From Werewolf

1. Never underestimate the sheer striking power you have if you're willing to lose it all.

(Mackenzie is a Strength 1, Brawl 1 human. She used to have just Strength 1. When she is in her most powerful war form, that goes up to Strength 4, Brawl 1, with an extra die for claws/bite. In her usual combat form, it's only Strength 3. This is usually against opponents with at LEAST Defense 3 (2 natural, 1 armor - war form). This means that going all-out (since I usually blow through my Willpower like it's candy and don't have any), I have a pool of 2-5 (up to 8 with WP) to hit, injure, or otherwise maim the bastards ...I have gotten more exceptional successes with Mackenzie in combat than Az ever did, despite the fact that Az was stronger (at least in human form, and just as strong if she blood buffed), used similar tactics, and had better Willpower.

And sometimes that was against the guys with 4+ Defense.

Yes, the dice realize that Mackenzie is really that punk. Don't mess with the small chick.)


2. Never underestimate the value of being a total sociopath in your desire to win.

(You know, one of the main tenets that separates the Forsaken from the Pure is that they're not willing to kill other werewolves easily. And one of those basic human tenets is that you don't kill teenagers, no matter how psychotic THEY are, even if you are one. On the other hand, when you really don't want to let the psychotic pack have its full numbers when they come to get revenge against you, sometimes deliberate slaughter of the wolf called "Warlord" is, you know, necessary.

Especially when his high-heeled bitch of a pack leader is taunting you and threatening your alpha. I mean, some things just won't slide.)

2a. There is nothing cooler than making a 40-foot jump down the building with her two packmates' unconscious (and then dead, upon falling) bodies, not hitting the ground particularly well, and STILL beating the tar out of her, despite being in a weaker form.

3. There is sweet sweet glory (or, I suppose, Honor) in dragging said pack leader, unconscious and bloody, back to your territory to gloat about your victory in the sight of the Lunim and becoming a Storm Lord for it.

(Much to the surprise of Wilma, and probably everyone else too.)

4. There's probably sweeter glory in not one but BOTH of your packmates howling so goddamn well that Red and Black Wolf themselves howl back (the totems of the Iron Masters and Hunters in Darkness, respectively).

(We're going to have to make good use of that +1 with allied spirits (especially since there are so few of them now).)

5. The funniest line ever spoken after game may be (re: Todd), "I need Weaponry to masturbate."

(Just thought you should know. Thanks, Simon.)


------

Speaking of which:

Pat was visiting his cousins a while back, and they were telling him about their Werewolf game. They were describing sneaking into Pure territory and sneaking back out again without being caught (over the course of a night). ...this got them Renown 5.

The BEST of us, for sneaking into Pure territory, WINNING against a pack despite a ratio of 2:1 foes:friends, AND they had their totem there and we didn't, AND we broke into their house and stole all their money/land deeds for their clubs...

Well, Todd got Purity 3. I got Honor 1, and Jude got Cunning 2.

Slight differences in expectations, no?

(And Pat has put us next to a Wound, and there's an evil demigod in the middle of it, and there are no other Forsaken packs until you hit either Quebec (MAYBE) or New York, and the only FRIENDLY ones are in New York and fucking Labrador, and they can't exactly come help or THEIR territories will get overrun in their absence, and also we have a total fucking psychopath of a Bale Hound here too.

But no... Pat doesn't like just fucking us. I mean, even the vampires weren't this fucked.)
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