TEXT: B l o o d R a g e
  alan bahr
  a werewolf zine for
  dark streets and darker secrets
  
  Author: Alan Bahr
  Artist: Bree Orlock, Bradley K. McDevitt, Dean Spencer
  Cover Image: Designed by Freepik, with assets by Bree Orlock
  Layout: Alan Bahr
  Copyright 2020, Gallant Knight Games.
  Dedication
  Who cares?
  This game requires the use of Diogo Nogueria’s excellent DARK
  STREETS & DARKER SECRETS.
  Buy it
  II
  Blood Rage
  
  Table of Contents
  Fury, Fur and Fang
  1
  The Storm is about to rage
  2
  Playing a Werewolf in Dark Streets & Darker Secrets
  4
  Heritage
  10
  Becoming a Werewolf
  13
  Enemies of the Werewolves
  15
  Open Game License (OGL 1.0a)
  19
  Fury, Fur and Fang
  I
  n the world of Dark Streets & Darker Secrets, a different reality
  exists, one where shadows have sharp edges, evil wins more than
  good, and the heroes can only try to delay the darkness. It’s a ba�le
  that’s waged in gu�ers running with shit and blood, where violence,
  power, and morals are easily confused, and where no one gets out
  alive, unless you have the right tools for the job.
  Sometimes the best tools are the ones you’re born with, and in the case
  of the werewolves of the world, they were born with some of the
  fucking best.
  Werewolves are here to break everything apart. It’s all rage, all the
  time, and you be�er hope they don’t catch you out there….
  unless you are one
  Blood Rage
  1
  
  The Storm is about to rage
  W
  erewolves are a constant in pop culture, second only to the
  vampire in their presence. But what the media wants to tell
  you and what actually lurks out there in the moonlit night
  are two different things.
  Here’s the truth about werewolves, sinew, bone, muscle and anger
  bound into a killing machine. There are many mythologies about
  werewolves, but in the world of Dark Streets & Darker Secrets, these
  details below are the truth.
  Werewolves are created when bi�en by other werewolves. Partially
  true. No one knows where the first werewolves came from, but they
  spread in two ways. First, if you are bi�en by a werewolf while there
  is a full moon in the sky, you risk becoming one. Secondly, powerful
  magics can impose the lycanthropic condition (usually as a curse,
  though some see it as a blessing or way to create superior soldiers.)
  Werewolves are mindless rage machines. False. While in their full
  hybrid glory, werewolves become ultimate predators, they never lose
  control. Are they angry? Fuck yes. Can they express it be�er than
  anyone? Hell yes. But if you assume an angry werewolf is a mindless
  target to manipulate, you’re in for a rude awakening.
  Werewolves are harmed by silver. True. Silver has exceptionally
  negative effects on werewolves and weapons with silver in them are
  one of the best ways to kill them.
  Werewolves can only shift form under the full moon. False.
  Werewolves can shift their form at anytime they want, though it’s
  taxing to do so and there’s a cost to be paid.
  2
  Blood Rage
  
  Werewolves have loads of supernatural powers. False. Werewolves
  have three forms: human, wolf, and hybrid. Each of those forms is
  what you’d expect to a degree (human and wolf form are literally
  that), and while the hybrid form has some significant benefits in a
  physical sense, werewolves are not as varied as vampires or magicians
  in their abilities and scope.
  Werewolves are guardians of nature. The fuck? Seriously? No.
  They’re apex predators, nothing more, nothing less. There’s nothing
  religious, mystical, or spiritual about what a werewolf is. It’s a killing,
  eating, and hunting machine, one of the best nature has produced.
  Werewolf society has it’s own
  rules, rituals, and opinions, just
  like
  mundane
  modern
  communities. They have their
  own vende�as, missions, goals,
  and belief systems ingrained in
  their werewolf lives. Their lives
  are just complicated by the fact
  that they exist in two worlds: the
  lycanthropic and the human.
  Werewolves
  are
  just
  lucky
  enough to have the ability to
  break
  shit
  apart
  and
  make
  everything bleed if they want
  to…
  so don t piss the
  fucker off
  Blood Rage
  3
  
  Playing a Werewolf in Dark
  Streets & Darker Secrets
  I
  f we’re being honest, playing a werewolf in Dark Streets & Darker
  Secrets is easy. You follow the normal rules for character creation,
  with some modifications.
  Werewolves have the same four a�ributes as other characters, but with
  the special addition of a special resource: Fury.
  The rules for character creation for werewolves assume the player will
  be starting with a newly changed werewolf.
  You can find more about how Fury is used in below
  Attributes
  The abilities you’ll generate below are for your standard human form.
  Your wolf and hybrid forms will have rules on how these stats are
  modified, but your human form serves as the baseline.
  Physique: 2d6+3
  Agility: 2d6+3
  Intellect: 2d6+3
  Willpower: 2d6+3
  Create a Character Concept
  This functions just like in the Dark Streets & Darker Secrets rule book.
  4
  Blood Rage
  
  Choose an
  Archetype
  You only have one
  option for archetype:
  werewolf. You don’t
  get to chose one of
  the
  normal
  four
  a r c h e t y p e s .
  Werewolves have a
  bit
  more
  complication around
  their mechanics, so
  only
  play
  one
  if
  you’re prepared for
  some slightly more
  complicated rules.
  Prime
  A�ribute:
  Physique and Agility
  Recovery
  Roll:
  1d6+1
  Fury: 1d4
  Special Abilities
  Fury: You have a special resource called Fury. Fury is represented with
  a die number and goes up and down as things change in the story and
  fiction. Fury dice increase as things happen up what we call the die
  chain.
  d4 > d6 > d8 > d10 > d12
  Blood Rage
  5
  
  You might be called to “test” Fury. This involves rolling the fury die. If
  you roll a 4+, you have failed the Fury test.
  Fury increases by one die step under the following circumstances:
  • Whenever you lose more than 3 points of Vitality from a
  single a�ack.
  • Whenever you lose Sanity
  • Whenever you are the subject of a critical hit.
  • Whenever you fumble.
  6
  Blood Rage
  
  Forms: You have three forms, your normal mundane human form,
  your wolf form, and your hybrid form. You can shift between forms as
  an action by lowering your Fury die one step. If your Fury Die ever
  reaches d12, you shift to Hybrid form immediately.
  Wolf Form:
  • You gain a Positive Die on all actions related to using
  your sense of smell or seeing in the dark.
  • You can move up to a medium distance and still take an
  Action (rather than losing your action.)
  • You have a natural damage of 1d6 due to your claws
  and fangs.
  • Decide what sort of Wolf form you have. Pick a Heritage
  and gain its gift (which applies in all forms.)
  Hybrid Form:
  • You gain a Positive Die on all Physique and Agility rolls.
  You suffer a negative die on Willpower rolls.
  • Your unarmed damage is equal to your Fury die.
  • You reduce all mundane damage you take by half
  (round down.)
  • Each time you take damage, you must test Fury. If you
  fail, your Fury increases by one.
  • At the start of each turn in Hybrid form, lower your
  Fury by one die step and make a recovery roll (using
  your Fury die as the Recovery Roll die.)
  Blood Rage
  7
  
  • If your Fury ever reaches 1d4, you immediately snap out
  of Hybrid form, back into wolf or human.
  Human Form
  • Pick one ability from one of the main four archetypes.
  You also have that ability in your Human and Hybrid
  form.
  Silver Weakness: Any damage dealt by a silver weapon is automatically
  doubled. Your Hybrid form reduction cannot reduce magical damage
  or damage from silver weapons. Any time you take damage from a
  silver weapon, you automatically reduce your Fury die by one step.
  Pack Dynamics: You cannot a�ack a werewolf who is 2 or more levels
  higher than you without first passing a Willpower roll. If they are 4 or
  more levels higher than you, you suffer a negative die on this
  Willpower roll.
  Alternate Fury:
  The werewolf introduces non-d6 and non-d20 dice to DS&DS. That
  might not be for everyone. Here’s a version of Fury that uses just d6s.
  Fury: You have a special resource called Fury. Fury is represented with
  a number and goes up and down as things change in the story and
  fiction. A werewolf starts with 1 Fury. Whenever a rule refers to
  increasing or reducing your Fury die, just give your Fury stat a +1 (for
  an increase) and a -1 (for a decrease.)
  You might be called to “test” Fury. This involves rolling a d6. If you
  roll over your Fury, you fail the Test.
  • Rather than your Fury die being your recovery roll, you add your
  Fury to the final result of your recovery roll.
  8
  Blood Rage
  
  • You roll 1d6+3 for damage while in hybrid form (rather than a Fury
  die.) Rather than your Fury die being your damage roll in Hybrid
  form, you add your Fury to the final damage tally of your a�acks
  in Hybrid Form. So 1d6+3+Fury.
  • If your Fury every reaches 6, you immediately switch to Hybrid
  form. If your Fury every reaches 0, you immediately leave Hybrid,
  into wolf or human form.
  Blood Rage
  9
  
  Heritage
  T
  he type of wolf you are has a significant impact on the sort of
  werewolf you are. While in reality, there are only three types of
  wolves (Grey, Red and Ethiopian), werewolves are born of
  mystical effects and as such are more mystically inclined to canid
  subspecies than literal scientific divisions.
  Each werewolf is from one Heritage, which is the term werewolves use
  to describe the sort of wolf they appear as (generally close to one of the
  canid subspecies in the animal kingdom.) The Heritage of wolf one
  becomes as a werewolf is either based on being bi�en by that sort of
  werewolf or the regional heritage of they who enact the ritual upon
  you.
  The list below is just a sampling of the varied wolf subspecies found
  throughout the world, and should be used as inspiration to create your
  own.
  10
  Blood Rage
  
  Tundra Wolf
  Populates: Tundra and Forest zones across Russia, Kamchatka, and
  Scandinavia
  Appearance: Larger than the average gray wolf, Tundra wolves are
  generally light-colored (red-gray on the upper, lead-gray on the
  lower), with longer, dense fur.
  Gift: You gain a Positive die on any rolls made to resist cold
  environmental effects.
  The Tundra Wolf stands in nicely for the North American polar wolf
  or white wolf. Simply change the coloring to a more white/beige.
  Steppe Wolf
  Populates: The steppes of Eastern Europe, lower Russia, Romania,
  Hungary, northern Iran and Afghanistan, Transylvania and areas
  around the Caspian Sea and steppes.
  Appearance: Average sized wolf, with short, coarse fur, generally
  found to be black and brown, with reddish undertones.
  Gift: You gain a Positive die on social tests made to interact with
  Vampires and other intelligent undead.
  Arabian Wolf
  Populates: The Arabian Peninsula
  Appearance: Short thin coat of fur, generally grayish beige, with black
  undertones.
  Gift: Arabian Wolves generally hunt in pairs or trios, rather than full
  Blood Rage
  11
  
  packs. You gain a Positive die on tracking, following, or tracing the
  path of a target when you are with one or two other allies.
  Mexican Wolf
  Populates: The American Southwest and Mexico
  Appearance: Shorter, copper fur, with dark striping across the back
  and gray/white undertones.
  Gift: You gain a Positive die on any rolls made to resist hot
  environmental effects.
  Northern Rocky
  Mountain Wolf
  Populates:
  Northern
  Rocky Mountains, lower
  western Canada (one of
  the three wolf species
  colloquially
  called
  a
  Timber Wolf).
  Appearance:
  Lighter
  colored, gray and white
  with
  black
  undertones
  and mixing.
  Gift:
  When
  moving
  through
  a
  forest
  or
  mountain
  wilderness
  area, you gain a Positive
  die on any rolls made.
  12
  Blood Rage
  
  Red Wolf
  Populates: Southeastern United States to the
  New England area.
  Appearance: Reddish fur, with white and gray
  undertones.
  Gift: One of the rarest wolves in the wild (due to
  human interference), the Red Wolf deals +1
  damage to Human foes and targets.
  Becoming a
  Werewolf
  T
  here are two ways to become a werewolf.
  First, one must be bit by a werewolf on the
  night of a full moon. If this occurs, the bi�en
  individual must make a Willpower roll (with a
  Positive die if the bi�en individual is wearing any
  silver). Success means they do not become a
  werewolf and never can.
  Secondly, a mystical and deadly ritual must be
  enacted. This can be done by any individual who
  is willing to put the time in. The ritual must meet
  the following requirements:
  • The ritualist must conduct the ritual
  on the night of a full moon.
  
  • The ritualist must spend three hours conducting the
  ritual. During this time, they must pass three Willpower
  rolls (one for each hour.)
  • The ritualist cannot target themselves with the ritual.
  • The target must be a normal human, mundane in all
  ways.
  • The ritualist must have a personal possession of the
  targets with deep meaning to the target.
  • The ritualist must make a Physique test at the successful
  competition of the ritual. Failure means the ritualist dies
  outright. Success means they suffer 3d6 damage
  immediately.
  You’ll notice we don’t detail the actual ritual in practices or pomp.
  That’s deliberate. You should adjust how its presented to fit your
  campaign and se�ing.
  There might be other ways to become a werewolf. Rumors persist of
  ancient sites that can transform those who fall asleep there, deep forest
  glens where packs of wolves enact nature’s ritual around humans,
  turning
  them
  into
  werewolves,
  as
  well
  as
  rumors
  of
  other
  shapeshifting beings that stalk the world.
  If anyone knows it’s the werewolves....
  And the werewolves certainly aren t telling
  14
  Blood Rage
  
  Enemies of the Werewolves
  B
  eing at the top of the food chain means the werewolf rarely has
  to worry about enemies. Very few living (or undead) asswipes
  wanna deal with a werewolf in toe to toe combat, so generally
  a werewolf is pre�y safe.
  Their big threats actually are institutional. When a werewolf hunts, it
  leaves a trail much like a serial killer would: mutilated bodies, regular
  intervals, and frequenting repeat hunting grounds (all instinctual to
  the werewolf) tend to look a lot like the work of a sick sociopaths killer
  to law enforcement, governments and other entities.
  To this end, you’ll find
  that police, government
  investigative
  agencies,
  and corporations tend to
  be
  the
  threats
  that
  constantly
  loom
  over
  over the werewolf.
  The pack nature of most
  werewolves tend to help
  provide alibis and other
  resources, but pack of
  werewolves has a hard
  time
  dealing
  with
  paramilitary
  LEO
  responses.
  You
  put
  enough
  bullets
  into
  a
  werewolf,
  it’s
  going
  down, no ma�er what.
  Blood Rage
  15
  
  That means hunting and combat becomes both the most necessary and
  the most dangerous activities a werewolf can undertake.
  When a werewolf kills a someone, there’s always a risk that a hunt
  starts for them.
  The werewolf must make a Intellect roll after a kill, modifying their
  intellect with any applicable modifiers from the table below.
  Failure means that a�ention has been drawn to them (the form of
  which is up to the GM.)
  The werewolf must take actions to mitigate this a�ention or put their
  whole pack and society at risk. Vampires are particularly interested in
  leveraging mundane human institutions to stamp out werewolves (it’s
  a lot easier than engaging them in combat directly, and a lot less risky
  for a vampire.)
  The other primary weakness of a werewolf is simply population. The
  more people there are, the less non-human wildlife there is hunt,
  which means a werewolf is more likely to take down a human.
  Densely populated urban areas are a struggle for werewolves, as it’s
  hard to find adequate space to truly unleash who they are without
  drawing undo a�ention.
  Careers and lives that allow a werewolf to travel are be�er choices,
  16
  Blood Rage
  Activity
  Modifier
  Kill occurred in an area known for violence
  +1
  Kill was exceptionally messy
  -1
  Kill was captured on film or video
  -2
  Kill was in a public place
  -1
  There were a few witnesses (1-3)
  -1
  There were quite a few witnesses (4-10)
  -2
  There were a lot of witnesses (11+)
  -3
  The victim was someone well known or famous
  -2
  
  keeping the mobile and avoiding regular interaction with authorities.
  To that end, rural areas with abundant wildlife to hunt help to
  mitigate the werewolf’s risk of excess and wanton slaughter (at least
  when wreaking it on humanity), making them preferable homes.
  Werewolves avoid living high and glamorous lives for obviously
  reasons (though exceptions exist). It’s a lot harder to disappear and
  become a murder-mad machine regularly if you’re being followed by
  paparazzi and an entourage.
  All of this is not to say that werewolves can’t or don’t live in big cities.
  It’d be fucking ridiculous to pretend otherwise. But the challenges
  presented
  by
  urban
  areas are different than
  one might think and a
  smart werewolf listens
  to the more experienced
  pack
  leaders
  when
  discussing these topics.
  So what are you waiting
  for? We’ve blabbered on
  long
  enough.
  Get
  it
  together,
  make
  a
  character,
  and
  get
  playing.
  Oh. And don’t forget.
  Blood Rage
  17
  Happy Fucking Hunting
  
  18
  Blood Rage
  
  Open Game License (OGL 1.0a)
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright ©2000, Wizards of the Coast, Inc.
  System Reference Document Copyright ©2000-2003,
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wya�, based on original material
  by E. Gary Gygax and Dave Arneson.
  The original roleplaying game “The Black Hack” text, tables, all artwork, logos and layout are Copyright 2016,
  David Black.
  “Additional Things” text, tables, artwork and layout are Copyright 2016, David Black.
  “Dark Streets & Darker Secrets” Copyright ©2018 Diogo Nogueira.
  “Streets of Blood” Copyright ©2019 Alan Bahr
  “Blood Fury” Copyright ©2020 Alan Bahr
  Designation of Open Game Content: The entire text in this book (except the Open Game License, as noted above,
  and the Product Identity License, below) is Open Game Content, released under the Open Game License, Version
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  20
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