Werewolves are beings infected with one of the strains of lycanthropy. They can often be violent and aggressive, even if they weren’t before the change, but can also be unable to control themselves.
What Distinguishing Features Does the Werewolf Have?
A scar twists its muzzle up on one side, baring its fangs.
A white stripe of fur runs down its spine.
Its fangs are oversized, making it impossible for the creature to fully shut its mouth.
One ear has been cropped down near its base.
The beast’s hair is unusually thick and long.
The werewolf’s claws are scraggly and uncared for.
How Does the Werewolf Behave?
Acts like a fellow traveller to ingratiate itself.
Apologises for attacking, saying it has no choice.
Charges into combat with no thought for self-preservation.
Lurks in ambush to attack unawares.
Pretends to be an injured individual to lure prey in.
Sneaks around, looking to attack the weakest individual unawares.
What Unusual Item Does the Werewolf Have?
A plain silver band, on a leather thong.
Collection of dried ears.
Hilt of a broken silver dagger, worn around the neck.
Leather bag full of knucklebones from different beings.
Old, dirty, ragged and, by the looks of it, bloodstained, rag doll.
Square of wolfskin.
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Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
King Falton and Queen Sheranoa are the rulers of Seshar, though they rule little more than the city of Nebalich these days following the kingdom’s collapse. The two are much loved by the citizenry and certainly present a pleasant face, but there is the occasional rumour that this pleasantness is just a face, and that beneath that face lies one that is much more disturbing, one the rulers take pains to keep hidden.
Margr are a problem for the lands of Seshar, though usually the abhumans don’t come near to the canals where most of the people in the land live, though marauders can be troublesome. Recently, though, margr have been seen in greater numbers than usual near to the canals, and seem to be spending more time closer to civilisation, which has the definite potential to cause a major problem for those living in Seshar.
Professional thieves known as the Yellow Serpent operate out of the city of Nebalich in Seshar, preying on everyone in the surrounding area, and, it’s rumoured, not just as thieves but as assassins too. There are rumours that a number of high-profile deaths in Nebalich are the work of the Yellow Serpent, who are either working for someone who is attempting to take power, or trying to gain control of the city themselves.
Redstone is a village in Seshar that is named after the interesting red stone that is quarried from the top of the slope up from the canal the village is next to. The stone always seems to contain a pattern of straight lines with multiple angles, and there are rumours that sometimes the patterns inside the stone move, though not whilst anyone is watching.
Seshar used to be an independent kingdom, but the kingdom collapsed when the ruling family couldn’t sustain its holdings. There are rumours, though, that the collapse might have been avoided and that the real reason for it was that the someone close to the rulers was bleeding their land dry. It’s said that those responsible fled with much of what they stole, but had to leave some of it behind and that, somewhere in Seshar, there is still a cache of valuables that were never smuggled out.
The canals of Seshar are essentially the lifeblood of the land, allowing barges and ships to travel along them and maintain trade between the different settlements of the region. The canals were not built by the inhabitants, but by a prior world, and are arranged in a strange pattern. There are rumours that if the canals are travelled in a specific manner, they can transport the craft doing so somewhere else, and that every so often a barge disappears without a trace, never to return.
The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.
Buried beneath the glass desert are pockets and hollows where artefacts dating back to the Age of Myth can be found. Legend has it that also under the desert are much larger pockets, where not just artefacts from that Age can be found, but creatures from the final battle between the armies of Lotan and those of the Maker. Something that would be extremely dangerous to uncover.
Glass pirates ride ships that skate across the Glass Desert of Kuambis on magical skates, posing another hazard to any that travel through the region. Recently, there have been rumours of internecine fighting amongst the pirates, and it’s said this is because one pirate has decided to forge them into a single force and is destroying any pirates who refuse to join up. Should the pirates unite, this will make the region even more dangerous.
Illicit items, dark sorceries and slaves can all be bought at the Citadel of the Harrowing in Kuambis, things that would be illegal in other regions. It’s rumoured that these are only the comparatively tame surface of the goods and services that are truly available at the Citadel, and that far darker things can be bought by people in the know.
Kuambis is home to many of the dragons of Ardeyn, as there are rumours that relics of their draconic ancestors can be found in the waste, powerful enough to let the dragons take control of all of Ardeyn. Dragons are no good at cooperating with each other, though, but there are rumours that several have formed an alliance in pursuit of their goals. Though it is likely such an alliance would eventually fall apart, it could be that this would be after they have managed to find what they are looking for and conquered everywhere on Ardeyn.
The Ahlan Mountains run through Kuambis, and other regions of Ardeyn, and three tall peaks known as the Three Sisters have stars descend to them on some nights of the year, resting there for several hours before rising again. It’s said that the frequency with which this happens, and the numbers of stars that descend, has been gradually increasing over the years.
The Citadel of the Harrowing is the only place in Kuambis that the dragons cannot go, thanks to the Red Pact they swore many years ago. However, it’s said that just because the dragons can’t go there, it doesn’t mean their agents or those acting on their behalf cannot, and that the most powerful dragons always have representatives looking out for their interests in the Citadel.
The Glass Desert in Kuambis which is said to be where the final battle between the armies of Lotan and the Maker was fought, the glass itself coming from the glass castle of Maker’s Hall. There are rumours that the glass ended up infused with part of Lotan’s will, and is slowly moving to the old site of Maker’s Hall, where it will form into a new castle, but one of Lotan, not the Maker.
The Harrowing is the yearly competition held at the Citadel of the Harrowing in Kuambis, where four mortal contestants fight a dragon in the arena, with the prize being something worthy from the dragon’s hoard. The dragon usually wins, and can choose to take the survivors as slaves or eat them, but dragons who lose submit rather than be killed. It’s said that those who win the contest rarely survive the year, as the defeated dragon dedicates its time to destroying them.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the East Marina district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Blue Light Special Sales in the East Marina is known by rockers to be one of the best places to get equipment in Night City, from instruments to all the cyberware a would-be star, or an actual star, needs. The prices are so competitive that there are constant rumours about just how Blue Light manages to get their stock, from smuggling to outright robbery. Not that customers are that bothered.
Decker, Tanaka & Rogers are always looking for escorts to help protect their freighters heading for the Pacific Rim. It’s known that D, T & R are not exactly bothered about asking too many questions about why someone might need to leave Night City in a hurry, though they do ensure that anyone they provide travel for isn’t in league with any pirates. It’s rumoured that the company will even take people they know have certain legal problems away from the city for the right price.
Joe’s Diner in the East Marina is a human-staffed fast-food joint from which gang elements are excluded, and the regular patrons are willing to ensure that it remains that way. The diner itself does not have high security and there are rumours that the Wild Things are planning an attack on Joe’s to make a point.
Pier Three Paradise in East Marina has an exotic chain restaurant catering to low and middle level corporates, but it’s far from what many would call exotic. However, there are rumours that the restaurant has a special room for special diners, where what’s served is definitely exotic and, frequently, outright illegal.
Stallion Slough Shipyard in the East Marina is Night City’s only major shipyard. It’s rumoured that it’s possible to get certain modifications done to ships, for the right price. Less than legal modifications, whose main use would be to pirate other ships.
The ILLW, the union for Night City’s longshoremen and technical crews who unload ships, is described as the last bastion of organised labour in the area. Their hiring hall is in East Marina, and the building has reputedly suffered a number of attacks recently. Some say that the corporations are trying to make sure that the last bastion of labour crumbles, eliminating a final problem in the corporations’ way.
The Reunification Hall and Social Club in East Marina is a place where small and large groups rent rooms for meetings. There have been accusations that not all of these meetings are as private as they should be, with bugs planted in the rooms to pick up what’s going on.
There was a break in at the offices the Prudhoe Pride Oil Co. in East Marina, though nothing is said to have been stolen. It’s rumoured that those who broke into the place were looking for evidence that the company is involved in illegal activities when it comes to disposing of their waste.
Universal Export in East Marina is rumoured to be a front for the British Provisional Government’s Army Intelligence Active Service. It’s also rumoured that there was an attempt to break into the place recently, by the Wild Things, and that this attempt failed disastrously, with none of those who attempted it seen since. It’s said that ARMINTAC suspects the gang were hired to test the place’s defences.
Weird Stuff in East Marina is a place where it seems just about any leftover spare part can be found, and not all of those the store buys in were obtained by the seller legally. It’s said that the store ran into trouble recently, as an item sold to them was rather more important than either buyer or seller thought, and the original owner came looking for it. Though the store remains open, it’s believed that the thief has disappeared. Possibly in several different directions.
D10: Night City Rumours – East Marina is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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This provides game stats for one of the items worn by the Rhodann from the 5thb Edition version of Species of Sundara: Elves.
The Rhodann are known for their colourful patchwork cloaks, but some also make patchwork cloaks that are intended to blend in with the terrain. These cloaks are not magical in nature, but do provide a benefit to the wearer.
Each cloak is designed for a specific sort of terrain, and will only provide a bonus in that terrain. Example terrains would be mountains, snow, desert or woods; the GM, or player, should determine what terrain a specific cloak provides a bonus in.
When a cloak of the Rhodann is worn in the terrain for which it’s designed, the wearer gains a +2 bonus on Dexterity (Stealth) checks done in that terrain.
Cost: 40 gp Weight: 1/2 lb
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The standard shape for an iron golem is a large humanoid figure, but why should that be the only form? Wizards are known to experiment, so here are ten different shapes for iron golems. As form can define function, these alterations to the shapes can also alter what the golem can do.
Dragon: The iron golem is complete with wings, but it won’t fly unless additional magic is used to grant it that ability; the wings are non-functional. The golem may be painted, often green to match its breath weapon.
Fort: An immobile form that takes the shape of a small iron tower with walls that are about an inch thick in most places. The door and any windows to the tower are also iron, and the golem will open them on command.
Horse: The primary difference this has is that it’s possible for an authorised user to ride it. A saddle has been sculpted into the horse’s back, but it is steered by spoken commands. Despite the shape, the horse-shaped golem isn’t any faster, but it is tireless.
Mobile Armour: Inside the chest of the golem is a space that will take a small humanoid, such as a dwarf, halfling or gnome. The space is not quite airtight, otherwise the occupant would suffocate, and there are various gems that allow said occupant to control the golem.
Shield Bearer: An iron golem that seems thinner than most, as much of its substance is taken up by the huge metal shields it bears in each hand. The shield bearer can attack, bashing with the shields, but its main use is to provide shelter for others behind them.
Siege Turtle: A slanted iron roof and iron walls create a mobile siege turtle with many small legs at the bottom of the walls. The turtle isn’t very fast, but it obeys orders and can see where it’s going and where attacks may come from, which makes it harder to attack.
Snake: A gigantic legless metal snake, similar to such as an iron cobra, but on a much larger scale. The snake has the ability to crush creatures in its coils, and the fangs may have poison reservoirs added to them.
Spider: A huge metal spider, the only physical attack this iron golem has is with its fangs. In some cases, special reservoirs may be built into the fangs to deliver a dose of poison. Despite the golem’s shape, it can neither climb surfaces nor spin webs.
Wheel: The golem takes the shape of a single large, wide, spoked wheel. The hub doesn’t turn and located on each is one of the golem’s eyes and an arm, though the arms are comparatively spindly, to allow them to reach the ground.
Wheeled Juggernaut: The iron golem is what appears to be a wheeled statue, with only the top of the torso and head, which may take a non-human form, protruding from a thick slab of iron with wheels mounted on it. The golem can roll around, crushing the unwary beneath its wheels.
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Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.
A tower of living, greenish flesh, known as the Twisted Spire, stands near the centre of the Amorphous Fields. About three quarters of the way up is a ring of metal called the Halo, that slowly spins around the spire. There are rumours that the speed at which the Halo is turning has been gradually increasing over the years, and that it is now increasing in speed at a greater rate.
Dalthius is a well-known figure in Vebar, the City of Night in the Amorphous Fields. They were found in a metal cylinder not far from the city and seems to have difficulty in open air and sunlight. Dalthius is known to be friendly and helpful, as well as widely liked and the first to leap to the city’s defence. There are occasional murmurings, though, that Dalthius’s friendly nature hides a much darker secret, and that they are nowhere near as pleasant as they appear.
Fungi are the only things that grow in the Amorphous Fields, of types not found elsewhere, and whilst some are poisonous, others have valuable medicinal effects. It’s rumoured that some of the fungi are predatory as well, putting to sleep living creatures with spores, then feeding off their corpses.
Only a few people live in the unstable terrain of the Amorphous Fields and most outsiders consider them insane. The inhabitants know the routes across the terrain that are, mostly, safe, and live in areas of continuously stable ground. However, it’s rumoured that a few of these supposedly stable settlements have been swallowed up by the churning terrain, suggesting that the ground the settlements are built on is not as stable as might be believed.
The inhabitants of Vebar, the City of Night, an underground city in the Amorphous Fields, worship a being called Ourthalas that is said to live in the Cave of Life-Giving Shadow. It’s rumoured that this cave does exist and it’s close to Vebar, and that Ourthalas’s blind wife-priestesses know how to get there and take sacrifices of intelligent beings to feed to their god.
The ligoshi of the Amorphous Fields are house-sized bioluminescent jellyfish that swim in the liquid below the ground, emerging now and then when the crust breaks and floating in the air for hours. The ligoshi seem to enjoy wrapping their paralyzing tentacles around creatures, and some speculate the jellyfish may be more intelligent than they seem, doing this out of a love of cruelty.
The Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.
Chaos skiffs ride the currents of the Strange and most from Ardeyn are based out of Port Jayeed. The Strange and its inhabitants are dangerous, and not every chaos skiff returns from its voyage. It’s rumoured, though, that the number of skiffs that are being lost in the Strange has been on the rise over time.
Dangerous creatures from Ardeyn and the Strange can be found fighting against slaves, volunteers and champions in Marhaban’s Champion Dome, but recently there have been creatures appearing in the contests that no-one recognises. They’ve never been seen in the matches before, and they look like nothing ever encountered on Ardeyn. Some claim they come from completely different worlds.
King Khousaf if Mandariel died a decade ago, and no new king was chosen from amongst the Twelve Princes by the Oracle of Ardeyn. It’s rumoured that this was because one, or more, of the princes was involved in the former king’s death, which was murder, not natural causes, and the Oracle didn’t want to risk a murderer being put on the throne.
Mandariel and the Queendom of Hazurrium have a frequently tense relationship; the Queendom accuses Mandariel of putting all of Ardeyn at risk by sending ships into the Strange whilst Mandariel claims the Queendom just wants to maintain is position of pre-eminence. It’s rumoured that relations have devolved further recently, thanks to a number of skirmishes between the two countries on their border, and that they might get worse still.
Port Jayeed is those relations where chaos skiffs based on Ardeyn sail the Strange travel to and from, and it’s rumoured that there are plans to increase the number of piers where the skiffs can dock, perhaps to allow more skiffs to make port, perhaps to allow larger vessels to dock, though it’s not known what such vessels might be.
The Champion Dome is the most famous part of Marhaban, where slaves, volunteers and champions fight each other and dangerous creatures from Ardeyn and the Strange. Betting on the results of contests is extremely common, with large purses regularly changing hands, but it’s rumoured that some of the fights are fixed to ensure that the right people win. Those right people may include Prince Salman and Prince Bandar, two of Mandariel’s Five Princes.
The Five Princes are the rulers of Mandariel, and the survivors of the original Twelve Princes. They share power, though each would no doubt prefer to be the sole ruler, and it’s rumoured that some of the princes have been reaching out to other powers with the hope of getting backing for them to take the throne. Some may be reaching out to powers best left alone.
There are many whispers about Captain Tethis, mayor of Port Jayeed, with some claiming that he’s actually a kray thrall. Those rumours in particular are dismissed, but it’s said there are other rumours that are, if anything, even more troubling. And that those who mention them disappear, never to be seen again. Which might mean they are true.
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10 Hooks and Rumours for Cyberpunk 2.0.2.0.’s Night City
This list has ten hooks and rumours that can be heard in or about the Upper Marina district of Night City. Whether or not they are true is up to the GameMaster. They can be used as background colour or as potential adventure hooks.
Big Blue Foods in the Upper Marina manufactures a lot of the standard foods that make up typical Night City provender. There are constantly rumours about just what goes into some of their dishes, but these are the sort of rumours that have been around for years. As yet, no-one has got any proof to justify the derogatory name of “Soylent Blue Foods”.
C. Donut Express Co, based in the Upper Marina, trans-ships and receives goods over long distances, and also collects and delivers goods locally, swapping goods over at their depot. The trucks are dangerous to try to jack, as for long distances they have convoys with outriders, and it’s rumoured that not every type of good that the company ships around is entirely legal. Or remotely legal.
Harbormaster Mahan Jones is both a cop and a government official, and tolerates no corruption by corporations or the Mob withing the Harbor Police. Both organised crime and the companies are less than happy about this, especially as control of the Harbor Police would make smuggling goods through easier. It’s rumoured that at least some have decided that individual cops cannot be safely bribed as long as Jones is around, and are planning to remove the problem at its head.
Medicross Preservation in the Upper Marina collects a goodly number of the city’s unnamed and unidentified corpses, which are then dissected for donor parts. It’s rumoured that not every corpse that goes through the doors is unnamed and unidentified; some say that the Mob or the corps occasionally use Medicross to make an inconvenient body – which may have been breathing – “disappear” with no-one the wiser.
Mustang Arms Co in the Upper Marina is essentially a giant warehouse full of shoulder arms as well as pistols and cyberlimb replacements. It’s rumoured that so many weapons pass through the facility that the company can’t manage to keep track of them all. Which results in a certain percentage going missing, and turning up in the hands of those who really shouldn’t be getting them.
Night City Today! is based in the Upper Marina, the city’s most popular screamsheet that focuses more on sensationalism and distribution than it does on journalism. Though it’s rumoured that the screamsheet has recently been receiving threats, as it appears they accidentally stumbled across a genuine piece of investigative journalism.
SensuTours in the Upper Marina was recently hit by a firebomb attack, though it appears this did surprisingly little damage to the business. The assumption is that a customer finally got sick and tired of the places inefficiency and decided to teach them a lesson. If so, it looks as if the lesson wasn’t firm enough to stick.
Servospiff is a supplier of security-coded work fashions and they are able to keep the registered designs out of the hands of would-be buyers who lack authorisation, thanks to their security precautions. It’s rumoured that the company’s precautions can sometimes be final, as those who attempt to acquire designs they have no right to may find that this is the last thing they do.
The American Bar in the Upper Marina caters to a variety of mercenary types as well as toughs and labourers from the waterfront. Both the NCPD and the CIA keep an eye on the bar, even though it’s licensed, but there are rumours that the CIA has lost a few people who have been watching the place recently. Though the NCPD apparently haven’t. This might suggest something is going on of interest to the CIA, but isn’t of a type of illegality to get the NCPD involved.
The Night City headquarters of the Department of Motor Vehicles is in the Upper Marina, and is not the most popular of places. Though the building has good security, there have been a number of attacks against it recently. These haven’t been more than the throwing of futile Molotov cocktails or cans of paint, and have had no great effect. The attacks do seem to be coordinated, though, and it’s possible whoever is behind them will start stepping up their game.
D10: Night City Rumours – Upper Marina is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
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This provides game stats for one of the items worn by the Rhodann from the Pathfinder version of Species of Sundara: Elves.
The Rhodann are known for their colourful patchwork cloaks, but some also make patchwork cloaks that are intended to blend in with the terrain. These cloaks are not magical in nature, but do provide a benefit to the wearer.
Each cloak is designed for a specific sort of terrain, and will only provide a bonus in that terrain. Example terrains would be mountains, snow, desert or woods; the GM, or player, should determine what terrain a specific cloak provides a bonus in.
When a cloak of the Rhodann is worn in the terrain for which it’s designed, the wearer gains a +2 circumstance bonus on Stealth checks done in that terrain.
Cost: 40 gp Weight: 1/2 lb
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