TEXT: 12
  Gather to You . . .
  . . . two six-sided dice that you can tell apart, some 
  paper and writing implements. Choose now which 
  of these dice is your Wolf Die and which is your 
  Blood Die.
  You will also need one player to take on the mantle 
  of Winter. The rest of the players are the wolf 
  players. Winter presents a world of horrors and 
  prey for the wolves, and the wolf players act as 
  stalwart adventurers who have been transmogrified 
  into wolves in order to complete a geas or grim task 
  set before them.
  Wolf & Blood
  You are wolves of human blood. When asked to 
  roll, you will always roll both the Blood Die and the 
  Wolf Die. Note which is higher. This will tell you 
  whether your wolf is guided by human knowledge 
  and experience or by bestial instinct. The Blood Die 
  represents the capabilities of human thought: from 
  shaping the world around you as a farmer plows 
  the field or a smithy forges a sword, to throwing 
  yourself heedlessly into your task as an explorer 
  sails past the sight of shore or a rover charges into 
  the fray. The Wolf Die represents the advantages of 
  lupine instincts, knowing where and how to hunt 
  prey, and the safety of the pack.
  To discern the extent to which either die dominates 
  the situation, subtract the lower result from the 
  higher one. So if K was your Wolf Die and i 
  was your Blood Die, your result would be H Wolf. 
  Whenever the result is zero, you must choose either 
  a G Wolf result or a g Blood result.
  Wolfspell
  An role-playing game for 3-6 players by  Epidiah Ravachol
  Illustrated by Andrew DeFelice
  
  13
  If you have a Feral score, always add that to your 
  Wolf Die before noting which die is higher and 
  which is to be subtracted from the other. Feral 
  scores may never fall below zero. Some may begin 
  the game with a bonus that can be added to your 
  Blood Die. This bonus is optional—roll first and 
  then decide if you wish to add it. 
  The Pack
  Decide among the wolf players who is best described 
  by each of the following:
  •	 Many have tested my sword-arm and now wait to 
  mete vengeance upon me in the afterlife. When 
  performing tasks of gore or hatred you may add 
  +3 to your Blood Die after you have rolled.
  •	 I am witness to stranger worlds than most. The 
  arcane and preternatural are to me as wolves and 
  weather are to the farmer. When faced with the 
  supernatural you may add +3 to your Blood Die 
  after you have rolled.
  •	 I am at home when I sleep roofless and hunt my 
  fare far from civilization. You start the game with 
  2 Feral.
  •	 I am most alive in the houses, halls, and alleyways 
  of humanity. When you must know the minds 
  of people, even your own human mind, you may 
  add +3 to your Blood Die after you have rolled.
  •	 No one ever truly knows where I stand and who 
  I keep at dagger point. In matters of deception 
  and trickery, you may add +3 to your Blood Die 
  after you have rolled.
  Each wolf player should record their associated 
  bonus or bonuses. Unless told otherwise, your 
  Feral is zero. Record that as well.
  Ask each other leading questions about who you 
  were before falling under the spell. Everyone should 
  answer at least three questions.
  The Spell
   Choose the spell that has befallen your adventurers 
  and reshaped them.
  •	 From generations long past this curse has been upon 
  you and your kin. This very night you shall lope out 
  as children of Fenris and drive a rival clan from the 
  vale. Roll at morning’s light and add +1 to your 
  Blood Die for each enemy of your clan that you 
  have personally slain this night.
  •	 The task before you is not one suited for the civilized, 
  so you turn to dark magicks and shift your flesh 
  into a form more suitable. Roll once your task is 
  complete or abandoned and you add +3 to your 
  Blood Die if the task was complete.
  •	 The augurs dictate that only fang and claw will rend 
  your destiny. You will be reborn as beast to fulfill 
  the prophecy. Roll once the prophecy is fulfilled 
  and add +3 to your Blood Die. 
  •	 Relics of an ancient cult plundered from an old 
  queen’s tomb carry with them a savage curse that 
  can only be cleansed in distant holy fires. Roll 
  when your wolves have found the holy fires and 
  plunged into their everburning flames. Add +2 
  to your Blood Die for every limb you lose to the 
  fire.
  
  14
  When the spell is lifted, roll…
  G Wolf—You remain a wolf who desires to be 
  human, forever shunning the pack and shunned by 
  civilization as a pest and predator.
  H-I Wolf—You remain a wolf who will howl 
  each moon to recall a time when you were not so.
  J+ Wolf—You are of wolf mind and form, 
  forevermore.
  g Blood—You return to your true form and find it 
  unfitting, forever shunning civilization and human 
  companionship for the simple comforts of the wild.
  h+ Blood—You return to your human form in 
  waking life, but run with the pack in your dreams.
  The Shifting
  Winter may ask any of the following questions of 
  specific wolf players. For their part, the wolf players 
  may, at any point during this phase, ask Winter 
  any question about how the transformation feels, 
  smells, tastes, sounds and appears.
  •	 How does the shifting warp your consciousness?
  •	 What is most painful about the shifting?
  •	 What is most familiar about the shifting?
  •	 What dread seeps into your soul during the 
  shifting?
  
  15
  The Wolves
  You are now wolves. Describe your coat, your size, 
  your scent and your voice.
  Communication
  Though the wolves cannot engage in dialogue as 
  you or I would, they are able to communicate with 
  each other with similar clarity, particularly on 
  topics leading to immediate action. Wolf players 
  are encouraged to describe how their wolves 
  communicate, but should also make sure that the 
  other players know what their wolf is trying to say 
  and that their wolves comprehend it.
  Scent Marking
  Like the written word, wolves can leave scents on 
  the terrain for other wolves and similar animals 
  to interpret. These markings establish the wolf’s 
  territory, how long ago the wolf has been by, and 
  the likelihood of good prey in the area. Any wolf 
  beholding the world that listens to their nose will 
  discern these things from nearby scent markings.
  Howling
  A wolf’s howl may be an expression of affection, loss 
  or simply excitement. One wolf howling is likely to 
  cause any wolf who can hear it to howl as well. Thus, 
  howling can also reveal the location and size of any 
  nearby packs. Any wolf with a Feral score of one 
  or more must roll a Blood result to resist joining in 
  a howl. When you howl, you must tell your fellow 
  players what you are saying.
  Wrestling
  Wolves also communicate through play. Wolves 
  eager to play face the other wolves with their head 
  down and haunches raised.
  Each wolf playing must roll…
  G Wolf—Describe how you play too roughly. 
  Winter chooses a wolf at play, which may be you. 
  They suffer Winter’s Wrath.
  H-I Wolf—Describe your play with the other 
  wolves and gain 1 Feral.
  J+ Wolf—Describe your play with the other 
  wolves.
  g Blood—You are unable to negotiate the play and 
  feel isolated. Choose two from the list below.
  h+ Blood—You are unable to negotiate the play 
  and feel isolated. Choose one from the list below.
  •	 You are not separated from the group.
  •	 You do not suffer Winter’s Wrath.
  •	 You do not lose 1 Feral, minimum zero.
  Grooming
  Grooming is an important part of pack health and 
  communication. When wolves groom one another, 
  they clean each other’s fur, teeth, and any wounds 
  they may have suffered. They also reestablish their 
  relationships. Grooming can only happen during 
  quiet moments when the pack is at rest.
  When you casually groom with a wolf that has 
  more Feral than you, you may choose to gain 1 
  Feral. In addition, being groomed by the entire 
  pack will eliminate the effects of Winter’s Wrath.
  WWW.EPIMAS-SEASON.COM
  In the Thrall of theChaos Lords
  
  16
  Into the Wilds
  As wolf players, you play the game by asking 
  Winter what is going on around you and telling 
  everyone what your wolf is doing. To get used to 
  their new forms, your wolves will probably want to 
  wrestle with each other. Try it. It may not go so well 
  at first, but your wolves will soon get the hang of it.
  But soon you must turn to your grim task. Behold 
  the world and then tell everyone how you venture 
  out into it.
  Keep to the pack whenever you can. They can 
  provide support and step in when you most need it. 
  When in doubt, try:
  •	 grooming,
  •	 wrestling,
  •	 hunting,
  •	 or beholding the world.
  Hunting
  Wolves are coursing hunters, which means they 
  run their prey down, often taking bites out of 
  them where they can. Hungry wolves can find 
  prey by beholding the world and run prey down by 
  sating a hunger. If the prey is particularly dangerous 
  or unnatural, the wolves should face the perilous 
  instead.
  Rolling
  You are wolves with wolfish instincts, but 
  somewhere deep inside are your memories and 
  experiences as a human. Here are the three primary 
  ways such creatures interact with the world at large. 
  If you are taking a sniff around or trying to assess 
  your situation, you should behold the world. If you 
  are fleeing from danger or charging into it, you 
  must face the perilous. If you are seizing what you 
  desire or enacting a scheme, you can sate a hunger or 
  bend the world to your will. If you don’t know what 
  to do, behold the world first. Then, if you are in for a 
  hunt, sate a hunger; if you are in for a fight, face the 
  perilous; and if you are enacting a plan of human 
  engineering, bend the world to your will. The wisest 
  of wolves do whatever they can to avoid facing the 
  perilous.
  To Behold the World
  When the pack pauses to attend to the scents, sights, 
  and sounds, Winter should describe the world 
  about you in loving detail, taking care to impress 
  upon you an appropriate sense of safety or danger. 
  You may each then decide to roll individually.
  When your wolf drinks in their senses, roll…
  G Wolf—Winter may tell you what scent, sound 
  or sight confuses and scares you.
  H-I Wolf—Choose two questions from the list 
  below and Winter must answer both.
  J+ Wolf—Choose three questions from the list 
  below that Winter must answer correctly and 
  unambiguously.
  •	 What do my eyes tell me? A wolf’s eyes are keen 
  and true, able to detect slight movements ahead 
  of them, even by moonlight. If it moves, the wolf 
  can see it.
  •	 What do my ears tell me? A wolf’s ears can hear 
  much higher frequencies than we can and, 
  depending on conditions, can detect sounds as 
  far as ten miles away. If it makes a noise, the wolf 
  can hear it and know where it is.
  •	 What does my nose tell me? Depending on the 
  wind and weather, a wolf can detect and locate 
  scents from over a mile away. If it has a scent, the 
  wolf can identify it, and know where it is. For 
  familiar scents, a wolf can also tell its emotional 
  and physical state.
  •	 What do my instincts tell me? The true instincts 
  of a wolf will know what is a threat to be avoided, 
  what is prey that is vulnerable, and who can be 
  cajoled into playing. If your wolf acts on this 
  knowledge, and you get a Wolf result of I or 
  less, add 1 to your Feral.
  g Blood—Winter will tell you what you should 
  have noticed, had the environment not conspired 
  against your senses.
  h-i Blood—Choose one of the questions from 
  the list below and Winter must answer it correctly.
  j+ Blood—Choose three of the questions from 
  the list below and Winter must answer them 
  unambiguously and elaborate on those answers.
  •	 What should I be afraid of?
  •	 Who is vulnerable?
  •	 What do they want from me?
  •	 Where am I most advantaged?
  •	 Who is in control here?
  •	 What is most valuable here?
  
  17
  To Face the Perilous
  When danger has befallen the pack, Winter should 
  ask them which among them is most vulnerable. 
  Those wolves and any wolf suffering from Winter’s 
  Wrath must roll unless another wolf is able and 
  willing to roll in their stead.
  When your wolf’s life and limb are at risk, roll…
  G Wolf—Choose whichever is appropriate:
  •	 You suffer harm as the peril persists.
  •	 You sacrifice yourself for the good of the pack.
  H-I Wolf—Choose one:
  •	 You suffer harm and retreat to safety.
  •	 You are yet unharmed, but the peril has the 
  better of you, perhaps making more of the pack 
  vulnerable.
  J+ Wolf—Choose one:
  •	 You suffer harm, but you chase off or slay the 
  source of peril (Winter’s choice). If you are with 
  the pack, you do not suffer harm unless the 
  threat was supernatural.
  •	 You retreat to safety, unharmed.
  g Blood—You may suffer harm and push on 
  heedless of the danger.
  h-i Blood—Choose one from the list below.
  j+ Blood—Choose three from the list below.
  •	 The rest of the pack is not put in peril.
  •	 You do not suffer harm.
  •	 The peril is vanquished.
  •	 No one is separated or given Winter’s Wrath.
  If your Feral is 2 or less, include this option:
  •	 Winter does not have to teach you a harsh lesson 
  and give you 1 Feral.
  To Sate a Hunger 
  or Bend the World to Your Will
  When the pack wishes to sate a hunger, seize what 
  they desire, or accomplish something unnatural for 
  a wolf, have the wolf with the highest Feral roll. If 
  more than one wolf ties for the highest Feral, the 
  wolf players may choose which among the tied 
  wolves must roll.
  When you attempt to seize what you desire or set 
  in motion a plan of human engineering, roll…
  G Wolf—Winter should describe how the path 
  before you is fraught with peril and you describe 
  how you retreat to safety.
  H-I Wolf—Choose two from the list below.
  J+ Wolf—Choose three from the list below.
  •	 You get what you want or sate your hunger.
  •	 No one else must go without.
  •	 None are put in peril.
  •	 You may lose Winter’s Wrath.
  g Blood—There is peril to be faced before you 
  reach the end of this path.
  h-i Blood— Choose two from the list below or 
  one from the above Wolf list.
  j+ Blood—Choose three appropriate results from 
  the list below. If you are acting on the Blood result 
  of a behold the world roll, you may choose four.
  •	 You may modify your environment to your 
  advantage.
  •	 No one is in peril.
  •	 You do not earn Winter’s Wrath.
  •	 You seize upon your advantage turn it into 
  success.
  •	 You may lose 1 Feral, minimum zero.
  How can you tell if you have an advantage to 
  turn into a success? A Blood result will allow you 
  to modify your environment to your advantage. 
  You may even modify your environment and take 
  advantage of that in the same roll. Did you behold 
  the world and learn where to place yourself at 
  advantage? Did you act on that knowledge? If you 
  are still unsure, ask Winter if you have advantage.
  Suffering Harm & Winter’s Wrath
  When you suffer harm, choose one of the following 
  options.
  •	 Each scar is a lesson learned. Describe how your 
  wolf is permanently marred and then either gain 
  2 Feral or lose 1 Feral, minimum zero. Once you 
  have suffered this harm, you may not suffer it 
  again.
  •	 The toll of a careless life. Describe how your wolf 
  has lost either an eye or a limb. Once you have 
  suffer this harm, you may not suffer it again.
  •	 Meat and bone. Describe how your wolf has 
  suffered a fatal blow and passes.
  
  18
  Whenever you suffer harm, you gain Winter’s 
  Wrath. A wolf suffering from this is isolated, sick, 
  injured, or otherwise made vulnerable by their 
  condition or behavior. When the pack faces the 
  perilous, Winter should describe how the wolves 
  suffering Winter’s Wrath are put in harm’s way, 
  and then make them roll along with all the other 
  vulnerable wolves. You can only lose Winter’s 
  Wrath by being groomed by the rest of the pack.
  Wintering
  As Winter, your job is to present the world as the 
  wolves smell, hear and see it. As they lope toward 
  their goal, present them with threats and obstacles 
  to overcome. Answer their questions if you can, and 
  have them behold the world if you cannot think of an 
  immediate answer.
  Whenever the wolf players have to choose options 
  from a list as the result of a roll, all other options left 
  on the list are fair game. For if they do not choose 
  that “no one else must go without” and you can 
  think of a way for the other wolves to go without, 
  then they must make do without.
  Whenever you cannot think of something to do, 
  you may:
  •	 Separate a wolf so that the pack can no longer 
  smell or hear them.
  •	 Capture one of the wolves by human or 
  supernatural means.
  •	 Take the story forward to by hours, days or a 
  season.
  •	 Foreshadow a threat you have not thought up 
  yet.
  •	 Remind the wolves of their hunger.
  •	 Howl.
  •	 Hunt the wolves.
  •	 Threaten an ally or ward.
  •	 Twist something with sorcery when the wolves 
  least expect it.
  You may never threaten the wolves immediately 
  following wrestling or grooming. 
  Natural Threats
  The cold never puts wolves at risk. Their fur keeps 
  them well insulated even in the darkest winters. A 
  snowstorm may slow a pack down and blind their 
  senses, but it will not put them in peril. There are, 
  however, many natural predators to contend with. 
  Bears will attack wolves if there is a fight over a 
  carcass or if they perceive the wolves as a threat 
  to themselves or their cubs. Mountain lions will 
  prey on wolves they see as vulnerable or who are 
  separated from the pack. Such animals will cause 
  the wolves to face the perilous but will not fight to 
  the death if they can help it.
  Other natural threats can include environmental 
  dangers such as forest fires, avalanches, floods, or 
  treacherous terrain that must be crossed.
  Lupine Threats
  The wolves may encounter other wolves. They may 
  be lone wolves, desperate and hungry. They may be 
  seeking a suitable mate. They may be another pack. 
  Packs of wolves can vary greatly in size. The more 
  there are, the more of the player wolves that will be 
  vulnerable should they be put in peril.
  What happens between the players’ pack and a 
  strange pack will depend greatly upon the strange 
  pack’s disposition. If the player wolves are on the 
  new pack’s territory, there will be a dispute. The 
  player wolves will be able to tell, through scent 
  markings and warning howls, that this is the case. 
  Or the new pack may be hurt, fresh from a horrible 
  encounter, and willing to find a tense peace with 
  the player wolves. However, injured wolves can also 
  be volatile.
  Other wolves do not roll for things, but if it comes 
  up, assume they have a Feral score of 5.
  Civilized Threats
  Humans and other civilizations are a growing 
  threat to wolves. Civilized threats act irrationally. 
  They will, on occasion, fight to the death. They 
  almost always lead to larger, more prepared threats 
  as people react to their own being preyed upon by a 
  rogue wolf pack. Wolves able to roll well into their 
  Blood when beholding the world or bending the 
  world to their will can easily maintain the advantage 
  when dealing with humans.
  Supernatural Threats
  Most sorceries are unknown to wolves and can only 
  be observed, not understood, by Wolf results while 
  beholding the world. In general, Blood results fair 
  better than Wolf results when dealing with beings 
  and spells of alien origins.
  There is an older, wilder wizardry that is well-suited 
  for the minds and voices of wolves. Should the wolf 
  players discover this secret knowledge, they may 
  learn to shape spells within their howls. When you 
  use a mystical howl to bend the world to your will, you 
  may add some of your Feral score to your Blood Die 
  
  19
  instead of your Wolf Die. You must decide to do 
  this before you roll. You must howl to do this, 
  and you may not apply more Feral to your 
  Blood Die than there are wolves joining in 
  the howl, including yourself. Excess Feral is 
  still added to your Wolf Die.
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  are such sights, such wonders, such horrors beheld.
  As the ranks of the Patron Horde swell, 
  so do the spoils piled before the Horde in each issue.
  More fiction, more art, more comics, more games, 
  and even stranger yet pleasures.
  The jewels of the night sky pale compared to the treasures  
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  So take your sword in hand and ride out with us 
  against brutal violence and vile sorceries into unkown worlds.
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SOURCE: textdata/thevault/Wolfspell (PbtA)/Wolfspell.pdf