Werewolf: The Forsaken series by Carl Bowen, James Kiley, Matthew McFarland, Adam Tinworth, Chris Campbell, Rick Jones, Jonathan McFarland, Aaron Dembski-Bowden, Jess Hartley, Forrest B. Marchinton, White Wolf, Peter Schaefer, Adam Tinworth, Chuck Wendig, Wayne Peacock, James Kiley, Ethan Skemp, Travis Stout, Stew Wilson, John Kennedy, Will Rotenberry, Filamena Young
Requirements: PDF Reader, 396 MB
Overview: Werewolf: The Forsaken is a role-playing game set in the new World of Darkness created by White Wolf Game Studio. It is the successor to Werewolf: The Apocalypse, the "game of savage horror" from the old World of Darkness line of games, but has moved to a more personal sort of horror, reflecting the "dark mystery" theme of the new World of Darkness.
Genre: Science Fiction & Fantasy
1) Werewolf: The Forsaken by Carl Bowen, James Kiley, Matthew McFarland, Adam Tinworth (March, 2005)
Full Moon Rising
The world is in shadow. To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt.
2) Hunting Ground: The Rockies by Chris Campbell, Rick Jones, Jonathan McFarland (April, 2005)
It’s a place of refuge, a territory where the Tribes of the Moon hold strong. Wolves run on four feet through mountain forests, and on two through urban landscapes. But even this place of refuge has its own dangers – horrors revealed only by the light of the full moon. Werewolves are not the most dangerous things that breathe the night air.
3) Predators by Aaron Dembski-Bowden, Jess Hartley, Forrest B. Marchinton (June, 2005)
Hunt or be Hunted. The world of werewolves is fear made flesh. Pain, terror and hatred all take physical form, and all hunt for prey. The Forsaken are well aware of these horrific threats, and pit themselves against their enemies when the moon rises. But are werewolves the predators… or are they the prey?
4) Werewolf Lore of the Forsaken by White Wolf (August, 2005)
"We lie when we call them Gifts. A gift is something given freely, an act of love or friendship. We tell each other, and ourselves, that the power we pull from the Shadow was meant to be ours, that each time a spirit deigns to grant us a portion of its power then we’re one step closer to salvation. It’s funny. You wouldn’t think we were such good liars."
-Brokedown Val, Crescent Moon
5) Blood of the Wolf by Matthew McFarland, Peter Schaefer (October, 2005)
Heart of the Predator
What’s it like to have the soul of a beast and the calling of a monster, all concealed within the skin of a person? How do you live among the human herd when your instincts tell you they’re prey? What sort of strain does shapeshifting have on your system? What does it mean to have the blood of the wolf?
6) Lodges: The Faithful by Aaron Dembski-Bowden, Adam Tinworth, Matt McFarland (December, 2005)
"You have lain in the earth. You have walked in the Shadow. You have ascended your own funeral pyre. You have looked upon the face of the Death that awaits you, and you have returned to life carrying that knowledge with you. Come and take your rightful place among us, and know fear no longer." from the rites of initiation of the Lodge of Death
7) Blasphemies by Aaron Dembski-Bowden, Chuck Wendig, Wayne Peacock (February, 2006)
Is there some sort of appeal to being ignorant? Do you sleep better without the knowledge of things outside your tiny boundaries? Perhaps it suits you not knowing why you should be afraid. If you die having only known a single beautiful lie, perhaps you’ll be happier. Or perhaps that will be the worst regret to haunt you in hell.
8) Territories by Chris Campbell, Matthew McFarland, James Kiley (April, 2006)
Borders Drawn in Blood Its worth fighting for, even dying for. A packs land is its lifeline – it is the haven for their loved ones, the wellspring of their spiritual power, the last battleground. Learn just what it is that werewolves fight for – and why. The line must be drawn.A Sourcebook Book for Werewolf: The Forsaken An in-depth look at the territories players characters control, from taking and holding them to changing them for the better Mechanics dedicated to helping players customize their territory Five sample territories for easy Storyteller inclusion
9) Lodges 2: The Splintered by Chuck Wendig, Aaron Dembski-Bowden (September, 2006)
Welcome to our land, my brothers in the blood of the wolf. It was wise of you to approach us humbly, for we are generous and kind to those who do not draw our anger. Come and tell us stories of the beasts you have torn apart, the foes you have defeated, the men and women you have loved. And then we shall hunt together, host and guest, and we shall see who the dakini fear more.
10) The Pure by Aaron Dembski-Bowden, Matthew McFarland, James Kiley (December, 2006)
This book includes: An intensive treatment of the society of the Pure, from their legends and history to modern-day practices of indoctrination and penance. – A full treatment of each of the three Pure Tribes: Fire-Touched, Ivory Claws and Predator Kings. – A plethora of Gift lists, rites, fetishes, totems and other tools to craft the perfect Pure werewolf or pack. – A sample setting where the Pure are in control, ready to be used as the basis for a chronicle or dropped into an existing game
11) The Rage: Forsaken Player’s Guide by Aaron Dembski-Bowden, Adam Tinworth, Jonathan McFarland (February, 2007)
The Savage Fury Unleashed. The Forsaken have been pushed to the wall by their enemies. Now they push back. The tribes share their deadliest secrets with one another. Their packs teach one another the secrets of striking first and hardest. Around the world, the Forsaken reclaim what is theirs. Will you join them?
12) The War Against the Pure by Wayne Peacock, Ethan Skemp, Peter Schaefer (April, 2007)
We stand as brothers and sisters tonight. Pack beside pack, rival beside rival, bound by blood and moon against the forces that would come here and murder us all and our kin. Someday we may have the luxury of fighting amongst ourselves again, but not tonight. Tonight we are one. Tonight we go to war.
Ruth Hundred-Scars, Blood Talon
13) Tribes of the Moon by Aaron Dembski-Bowden, Travis Stout, Stew Wilson (May, 2008)
Included in this collection are vols. distributed as well as published by White Wolf Pub.
14) Night Horrors Wolfsbane by Ethan Skemp (September, 2009)
Those That Hunt The Hunters When the full moon rises, werewolves howl. The rule is simple: hunt, or be hunted. But what does it take to be not the prey, but the predator? What werewolves are strong enough to strike fear into the hearts of their brethren – and what else hunts the night? A Chronicle Book for Werewolf: The Forsaken * 29 terrors and beasts to plague the Forsaken, or anyone else luckless to become their prey. * Creatures designed for use with Werewolf, and antagonists suitable for bringing the feel of Werewolf to other games. * Details on the idigam, the primordial horrors often whispered of but never before revealed
15) Signs of the Moon by Chuck Wendig (August, 2010)
Chapters devoted to each of the five auspices: in-character artifacts, Gifts, rites, lodges and new Auspice Aspects. A Storytelling chapter dedicated to discussing how best to use auspice in your game from both a practical and theoretical perspective, as well as discussion on creating new auspices and new Gifts. A series of Storytelling Adventure System scenes meant to serve as "auspice challenges" – these scenes are bound to different auspices and can be dropped into your games to highlight the importance of one’s moon.
16) Forsaken Chronicler’s Guide by John Kennedy, Matthew McFarland, Will Rotenberry, Chuck Wendig, Stewart Wilson, Filamena Young (June, 2011)
Forsaken Chronicler’s Guide is a sourcebook for Werewolf: The Forsaken. The book contains idea for new chronicles to run, as well as the needed to run them.
17) Werewolf Translation Guide by Stew Wilson (April, 2012)
This book includes: -Translations of all of the tribes and auspices between versions of Werewolf. – Conversions for the breed rules into the current World of Darkness rules, including lupus and metis. -Guidelines for converting Gifts between systems
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