Werewolf/Theme/Lodges/Lodge of the Companions

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Lodge of the Companions

The dogs of the neighborhood tugs on the leash when she passes them by on the leash, hoping for her favor, the birds sing to cover her steps when she approaches the condemned house down the streets, and the rats speak to her of their strange brethren with may tails. The local packs have long since stopped calling her a lone wolf, she never hunts alone.

The Lodge of the Companions does not turn one into a werewolf, but it does require you to be one. A joke that most of the newer member makes and older members are tired of hearing. But the lodge does not hold its name from video games but from the eternal bond between animal and man, one that a werewolf represents in a literal fashion and often, in a spiritual one. The Lodge seeks to explore and deepen the connection by deepening their understanding of the bond.

The lodge feels like it's always been there since animals became domesticated, appearing from time to time in old and new tales alike as allies and heroes in moments, but never depicted alone. The lodge always has some presence in a region in one form or another, but it's never a significant amount of people. They primarily accept Hunters in Darkness, but only because they are more likely to fulfill the requirement of the lodge, more than anything else. The founding pack of the Lodge is survived by the totem they served and that now leads the organization.

The rest of the Forsaken usually look upon the Lodge of the Companions with a strange mixture of respect and pity stemming from misunderstanding, as a common misconception is that the member of the Lodge cannot be members of a normal pack. It's not the case, but it's also rather common for the members to keep only animals as their packmates.

Requirements

Nature's Gift Purity Facet. Animal Ken ••, Forsaken

Totem

Many-Hunt, A vaguely canine spirit of ancient origin, that once was the pack totem for the Uratha who founded the Lodge. A spirit of the hunt and loyalty who urges the people of the lodge to remain connected with the beings that live simpler lives and hunt like The People do, if for simpler reasons.

Lodge Bonds

Blessing: The Companion can spend 1 essence and roll Manipulation+Animal Ken as an instant action when encountering an animal. Success creates a bond between the animal and the Companion and they gain the bonded condition.

Aspiration: Hunt with natural beasts in their packs.

Ban: Cannot eat nor drink without sharing with her pack.

The Sacred Hunt

The Companion's Sacred Hunt rite empowers cooperation in the pursuit of the prey. All attacks against the prey or anything standing in the hunter's way, lower its defense by an additional point and ignore any effect that prevents defense loss. (Causes a COW if the defense prevention is a supernatural power. PU+Highest renown)

Lodge Tools

The Lodge has access to the Lodge Lorehouse and Connections

Rite of the Companion (Pack •••)

This rite calls on pacts made with packs, prides, and flocks of animals and Many Hunts itself.

Symbols: Cooperation, Animals, Hunting, Coexistence

Sample Rite: The Companion prepares a meal for an animal with which he shares the Bonded condition, it must be a meal that the animal in question can gain sustenance from. The rite master must also partake in the mal, although he is under no obligation to gain sustenance from it. Other members of his pack may join in the rite, in the process, if they are available and utter words of welcome and encouragement to the animal. Once the meal is done, the rite is complete. (Manipulation+Animal Ken)

Action: Extended (10 success needed, 1 minute per rolls)

Success: The animal becomes part of the Companion's pack as if it has been subjected to the Pack Kin gift Facet with the following exceptions: It doesn't need to be a predator, It is not subject to the Purity Limitation. However, the Animals pack members gained through this rite are limited to the Primal Urge of the companion in number.