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Vampires and Forsaken

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claire_miller Posted: 28 Oct 2009 2:23 AM
Now, this is probably a post better placed in the Werewolf forum, but I wanted to make sure I could get answers from people who know Vampire. I do not know Vampire very well at all. I bought the book mostly for friends who were interested in the line, and for antagonist purposes. And it looks so damn pretty on the self, and Alex Maleev's art. Yes.

So, I have a Forsaken group getting ready to start, and one player has been wanting to play a vampire for over a year now. I want to let him play a vampire, but trying to think of a valid reason for him to join a pack of werewolves.

What reasons would a vampire have for helping out werewolves? And how would you recommend crossing the Gauntlet or spirit interaction? The only way that I can think of is Rend the Gauntlet...but the mechanics are not so important as for the story.  

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There is a gangrel discipline/bloodline that ascend from werewolves, and a discipline in the Book of Spirit that allows Spirit interaction
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The Vampire in question used to be a friend of one of the werewolves before he was embraced. Or was the brother of one of them. A mentor. While the Uratha are pack-oriented, if they accept him as one of their own, there's no real reason why his lack of spiritual prowess would prove an obstacle. His inability to hunt in the daytime, certainly. But nothing insurmountable.

As for dealing with the Shadow, I'd either have him use Cruac rituals, give him sufficient Auspex to notice Shadowy stuff, or play up that his disciplines make him useful in ways that they aren't, as he can accomplish social things much easier than they can.

But yeah, play up that there's a personal connection between the vampire and at least one of the players.
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doctor kevorkian:
There is a gangrel discipline/bloodline that ascend from werewolves, and a discipline in the Book of Spirit that allows Spirit interaction
The good doctor is talking about the Dead Wolves from Shadows of Mexico. They're bloodline discipline is designed around being able to run with a pack of wolves.

The Discipline from the Book of Spirits is Blood Tenebrous which is for dealing with spirits, seeing into twilight, and penetrating the gauntlet.
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claire_miller:
What reasons would a vampire have for helping out werewolves?
If you want to avoid the "you guys are old friends" route, you could make it more a relationship of necessity. Maybe the vampires and werewolves in an area have a common goal or common threat, and their respective leaders have agreed to set aside there differences and work together for the time being. To facilitate cooperation and as a show of good faith, a vampire was sent to work with your pack, sort of as an emmissary, and maybe in return, one of your packmates was sent to work with a vampire coterie. (As weird as a supernatural exchange program sounds, it could work).
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claire_miller:
What reasons would a vampire have for helping out werewolves?

In no particular order:

Overlapping interests (I'm sure both sides would want to kick some VII vamps out)
Mutual benefit (I'll use my memory-erasing powers when you need them if you'll help me with my problems)
Friendship (Sure, bro, whatcha need?)
Blackmail (It doesn't matter if you kill me, your secret will still come out; so looks like we're traveling together for a while)
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PAS replied on 28 Oct 2009 11:36 PM
Primary piece of advice: make sure you're giving the Uratha plenty of reasons to do their stuff at night. The first nWoD game I was in started with all of us as mortals. My character got ghouled shortly into the chronicle and Embraced shortly before Forsaken hit the shelves. Then the rest of the group became Uratha when W:tF came out, essentially making me the lone Kindred in a W:tF game. The fact that my character couldn't act in the day became a major problem, and eventually I dropped her for an Iron Master. I immediately started enjoying the game again.

Which is to say, be careful to keep the vampire player involved.
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My first Werewolf pack had a Daeva. She was the adopted sister/lover of the Alpha. It worked pretty good and was really funny.
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These are all excellent posts, thank you so much for your help!
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Sparketh:
The good doctor is talking about the Dead Wolves from Shadows of Mexico. They're bloodline discipline is designed around being able to run with a pack of wolves.


Yep, I thought of this too, as both the doktor and Sparketh have beaten me to it. Shadows of Mexico's Dead Wolves (or Lobos Muertos) is what you want. Its the only Shadows of... book I own and I really love this bloodline.

As far as keeping the vamp player interacting with uratha, it would probably work best if the pack was nocturnal or did most of their patrolling at night. Or maybe the pack Totem is nocturnal,  or it manifests only at night.

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JimB:
Friendship (Sure, bro, whatcha need?)


I quoted Jim because I think this is one of the best, and most often over looked motives to why supernaturals might hang together.

If I were you, before scouring into all the different books to try and figure out how to make it work as per the rules I'd start with house ruling the situation. I think it might end up saving you from some grief.

If I doing that I think one of the things I'd house rule is that Sunlight doesn't kill a vampire. Unless you think you can manage to maintain all your games at night. It would suck for your Vampire player to be stuck sleeping in a coffin during some daytime adventure. There was a show on a couple of years ago called Moonlight about a Vampire P.I. A pretty good series. Well those vampires could be in the sun for a little while. It was uncomfortable. But over time they got sicker and weaker. I thought about doing this for my vampire game. Having sunlight drain blood at a rate of 1 per every half hour with some dice penalties for perception, concentration and other roles that might be effected if you were being irritated.

The other hurdle to tackle is the spirit world. I guess the easiest way is to let Vampire's side step. Make the Hisil a communal spirit realm frequented by all the different supernaturals.

What I do when I run World of Darkness is consider that each game is in a universe by its self. Werewolf might cross over into Vampire, Mage, and Changeling no problem. But if I run Mage, I do away with Werewolf the Forsaken all together and make up shapeshifters with Changing Breeds. Mainly because of how I want to portray the setting and it makes life easier rather than trying to reconcile all of the different rules.
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claire_miller:
What reasons would a vampire have for helping out werewolves?


Another possibity: Blood. Werewolf blood is far more potent (gives as much as 5 vitae per 2 damage dealt) and the Forsaken can heal damage much faster than a mortal. The Kiss affects werewolves too, so the whole thing should be rather acceptable for them. A vampire who wants to avoid hurting humans (or just to worry less about getting blood) might thus aid a pack of werewolves in trade of blood. The big problem is that the vampire will more or less always suffer the penalty to resists frenzy if this is their standard method. Thus, this concept is probably only recommended for (ex.) Ordo Dracul members (who can have the Coil of the Beast) or those with higher than average Resolve and/or Composure.

claire_miller:
And how would you recommend crossing the Gauntlet or spirit interaction? The only way that I can think of is Rend the Gauntlet...but the mechanics are not so important as for the story.  


With Pathfinding, a werewolf can bring anyone willing along as they Step Sideways (albeit at a penalty). And when in the Shadow Realm, the vampire can interact with and fight spirits.

And the question is if you need more than that? As long as every antagonist isn't a spirit in Twilight that has to be met with violence, the vampire probably don't really _need_ any "spirit-magic" to feel meaningful. If the vampire isn't a Dead Wolf (as others have suggested) perhaps they bring social skills and disciplines to the table (not that a gangrel _can't_ do that), and acts more as a diplomat for the pack.
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September:
Another possibity: Blood. Werewolf blood is far more potent (gives as much as 5 vitae per 2 damage dealt) and the Forsaken can heal damage much faster than a mortal. The Kiss affects werewolves too, so the whole thing should be rather acceptable for them. A vampire who wants to avoid hurting humans (or just to worry less about getting blood) might thus aid a pack of werewolves in trade of blood.


This is another excellent idea. I could easily see a vampire (particularly one with Coils) attaching to a pack as a means of sustenance (with Coils you get double the sustenance from supernatural blood).
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September:
With Pathfinding, a werewolf can bring anyone willing along as they Step Sideways (albeit at a penalty). And when in the Shadow Realm, the vampire can interact with and fight spirits.

Hrm, book is missing, but I'm fairly certain it says you need to be spiritually bound as a pack with a totem spirit for Pathfinding to work.  It's in the core WtF book if I recall correctly.  Then again, that's RAW, and can and should be tweaked if the game benefits.

claire_miller:
What reasons would a vampire have for helping out werewolves?

Any number of reasons, as many have already been posted.  Gone are the oWoD built-in animosities between the two races.  I'd be careful with crossovers though, as they increase the ST's workload quite a bit to ensure that each party, motivated by their own reasons, gets time to shine.
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Charmander:
Gone are the oWoD built-in animosities between the two races.
There is still kind of an animosity, however, between werewolves and the Ordo Dracul due to the wyrm's nest thing.
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