What Is Hunting Nature?
Werewolves are pulled between two worlds. They were born and raised as humans. Then they had their First Change and felt the wolf for the first time. Most werewolves spend their lives moving between these two sides.
A pack works the same way. Hunting Nature is the pack's overall style — does it lean toward wolf? Toward human? Or has it found a balance? The pack's choices in play push it one way or the other.
A pack's Hunting Nature can change over time. It is not set in stone.
Who Has a Hunting Nature?
Only packs with werewolves (Uratha) have a Hunting Nature. A pack made up only of Wolf-Blooded and humans does not have one, no matter how feral or how strict its members are. The Uratha are the link.
Even a pack with werewolves might not have a Hunting Nature. Some packs lose their nature over time. Some never lean far enough one way to gain one.
The Four States
A pack is always in one of these four states:
No Hunting Nature
The pack is balanced, but not in a strong way. It has not gone far toward wolf or human. It also has not pulled the two together into the werewolf path.
No bonuses.
No drawbacks.
Wolf Hunting Nature
Can use spontaneous Pack Tactics.
Can spend XP to learn permanent Pack Tactics, but only up to 3 dots.
Can spend XP to codify successful spontaneous tactics into permanent ones (at -1 dice during practice instead of -3), still capped at 3 dots.
Cannot use Pack Tactics over 3 dots, even ones the pack already paid XP for under a different Hunting Nature. The knowledge stays, but the pack can't execute them while in Wolf nature.
The pack gets a Willpower pool each lunar cycle equal to the number of werewolves in the pack. Any packmate in Urshul or Urhan form can spend from this pool.
Human Hunting Nature
The pack thinks first, plans, and practices.
Cannot use spontaneous Pack Tactics.
Can spend XP to learn and use Pack Tactics of any size, even big ones (4 or 5 dots).
The pack gets a Willpower pool each lunar cycle equal to the number of werewolves in the pack. Any packmate in Hishu or Dalu form can spend from this pool.
Werewolf Hunting Nature
The pack has joined both sides. It plans like a human and reacts like a wolf.
Can use spontaneous Pack Tactics.
Can spend XP to learn and use Pack Tactics of any size.
No drawbacks from the other natures.
The pack gets a Willpower pool each lunar cycle equal to the number of werewolves in the pack. Any packmate can spend from this pool in any form.
The pool also gains +1 Willpower each time a packmate enters Basu-Im (Death Rage), up to the number of werewolves in the pack.
The pack gains +2 dice on Intimidation rolls. Prey can feel that something is wrong with this pack.
Starting Hunting Nature
When a pack is first formed, the Storyteller rolls dice to find the pack's starting Hunting Nature. The dice pool is the total Primal Urge of every werewolf in the pack.
Roll Result
Failure: The pack starts with No Hunting Nature.
Success: The players choose Human or Wolf Hunting Nature.
Exceptional Success: The pack starts with Werewolf Hunting Nature.
How Hunting Nature Shifts
The pack's Hunting Nature changes over time. The pack's actions push the marker on the Pack Sheet toward wolf, toward human, or toward werewolf.
The marker can only actually change the pack's Hunting Nature once a month (one lunar cycle, every 28 days). But the marker itself moves whenever the pack does something that fits one of the categories below.
Actions That Shift the Pack
The book lists these as examples. The Storyteller decides if other actions count.
Action | Shifts Toward |
| Kill with natural weapons (claws, teeth) — but not in Gauru | Wolf |
| Eat raw meat | Wolf |
| Sleep and feed mostly outdoors for a week | Wolf |
| Mark territory with scent or body fluids | Wolf |
| Kill with human-made weapons — but not in Gauru | Human |
| Sleep and feed mostly indoors for a week | Human |
| Eat processed food | Human |
| Mark territory with symbols or tags | Human |
| Kill in Gauru form | Werewolf |
| Successfully complete the Siskur-Dah (Sacred Hunt) | Werewolf |
| More than three packmates in Basu-Im (Death Rage) at the same time | Werewolf |
How the Marker Moves
- Wolf and Human actions push the marker toward those extremes.
- The further from center the pack already is, the bigger the action needs to be to push it further.
- Werewolf actions always pull the marker back toward the center. If the pack is already balanced, Werewolf actions push up the Werewolf track.
- If the pack is on the Werewolf track and does a non-Werewolf action, the marker comes back down to center first before moving toward wolf or human.
The Monthly Roll (Lunar Cycle)
Once every 28 days, the pack rolls to see what its Hunting Nature is for the next month. The Storyteller (or a player) rolls a dice pool equal to the current value on the Hunting Nature track.
If the pack is on the '0' box (right in the middle, no clear lean), they roll a Chance Die instead.
The pack picks when its lunar cycle starts. It does not have to be the new moon or full moon. Most packs pick a date that means something to them — when they first came together, when they bound their totem, etc. After that, the cycle rolls every 28 days.
Roll Results
Dramatic Failure: The pack gains the Lost Hunters Condition. They lose touch with both sides.
Failure: The pack has No Hunting Nature for the next cycle. The pack may choose to take a Dramatic Failure instead, to gain a Pack Beat.
Success: The pack gains the Hunting Nature that fits its position on the track. (If they rolled a Chance Die from the '0' box, they pick Wolf or Human.)
Exceptional Success: The pack gets the Werewolf Hunting Nature for one week, then gets the nature its track position would have given. If the pack was rolling on the Werewolf track, they keep Werewolf Hunting Nature for two full lunar cycles and skip the next monthly roll.
Earning Beats from Your Nature
Each Hunting Nature comes with a small drawback that can earn you Beats. This is how it works:
Wolf Hunting Nature: A packmate can choose to take -2 dice on a Mental Skill roll. If the roll fails, they get a Beat.
Human Hunting Nature: A packmate can choose to take -2 dice on a Physical Skill roll. If the roll fails, they get a Beat.
Werewolf Hunting Nature: A packmate can choose to take -2 dice on a Social Skill roll (except Intimidation). If the roll fails, they get a Beat.
The choice is always optional. Players decide moment by moment.
- Wolf and Human actions push the marker toward those extremes.
- The further from center the pack already is, the bigger the action needs to be to push it further.
- Werewolf actions always pull the marker back toward the center. If the pack is already balanced, Werewolf actions push up the Werewolf track.
- If the pack is on the Werewolf track and does a non-Werewolf action, the marker comes back down to center first before moving toward wolf or human.