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Lupine hunters or werewolf hunters, called Dogcatchers when acting as Archons, are individuals who possess specialized knowledge and skills to hunt and eliminate werewolves. The term technically refers to both supernatural and mortal hunters, but is generally used to specifically mean the former, especially vampires.

Overview[]

The elders of Clan Gangrel often refer to werewolves as their "great enemies." These supernatural beings are an unstoppable force and a deadly machine when it comes to destroying vampires. Some of them can track a Kindred over great distances, compelling vampires to take extra precautions to remain safe. While werewolves generally prefer the wilderness, they are not uncommon in cities, where they can cause significant problems for the vampiric community.

While most vampires choose to hide safely from werewolves, others take up arms and venture into the streets to hunt their enemy. Those who succeed earn great respect for their kills, trophies, and service to the domain—or suffer a painful death in the attempt.

The crusades of hunters against werewolves date back almost as far as the werewolves’ own history. Over the centuries, werewolf hunters have developed numerous tools and weapons, often exploiting their prey’s various weaknesses to combat them more effectively.

These hunters are capable of physically keeping up with, or even outmatching, most werewolves they hunt. They possess innate combat abilities, knowledge of the supernatural, skills for detecting supernatural creatures, and expertise on how to kill or trap them.

Though elders and ancillae are typically more suited to dealing with such supernatural threats, with proper training others—such as Chicago's Primogen Rosa Hernandez and Milwaukee's neonate Thomas Gerhieren—can also actively hunt werewolves.

Description[]

Outside of the safe haven of cities, the Lupines roam. These shapeshifting beasts lie in wait to catch Kindred and tear them limb from limb. Every vampire these nights seems to have a story of a nightmarish Lupine encounter. They are a terrifying and infuriating threat. No one is ever sure where they come from, when they will strike, or why they even want to kill vampires in the first place.

No one except you, that is. Unlike other Kindred, you have encountered the Lupines and lived to tell the tale. You know their secrets, and most importantly, how to use those secrets to keep your fellow vampires safe. You may have learned them by spying on a pack, from a rogue Lupine, or just surviving a traumatic event like the War of Chicago. Whatever the reason, when the wolves start howling, the Kindred turn to you first.

Loresheet[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Huntsman: You’ve developed a keen eye for tracking Lupines, even when they’re pretending to be human. Once per session, you may receive three extra dice to any Mental test to pursue Lupines.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Tactician: A Lupine attack is one of the most terrifying experiences in a vampire’s unlife. You’ve lived through enough of them to keep a cool head and help your coterie fight back. When you and your allies use Teamwork (Vampire: The Masquerade p. 122) against Lupines, the group can always assist each other. Every character can contribute one die to the Teamwork roll, no matter what Skill the test requires.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Soldier: A werewolf’s ability for combat should never be underestimated. You know that more than anyone, but it won’t stop you from getting into the thick of it. When engaging you in Physical combat, a shifted Lupine only has a −2 damage modifier when using its claws and teeth.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Trophy: You have slain a Lupine, and you have the evidence to prove it. This memento may be something like a fragment of the Lupine’s human skull, a scrap of their clothing with an insignia representing a Lupine faction, or the shattered remains of one of their prized weapons. Once per story, when you reveal this trophy to a werewolf, you may choose its initial reaction: Either it flees from you, or only targets you for Physical conflict. Revealing this trophy to Lupines more than once per story initiates the same choice, but the Storyteller chooses the reaction instead.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ambassador: Your knowledge of werewolves is so great that you can parley with them. You’ve earned mutual respect from both the Kindred and the Lupines, and you can use that respect to establish alliances between the two. The alliances you form are tense and fleeting, but compared to the status quo of “kill on sight,” they’re a dramatic improvement. Whenever you try to heal the rift between individual vampires and werewolves, or stir the two to unite, you receive two extra dice to Social tests in pursuit of your goal. With sufficient effort and sacrifice, you may convince the Kindred and Lupines of a city to act as one to accomplish a task once per chronicle, with no roll necessary.

Strategies and Tactics[]

Lupine hunters know that directly engaging such a deadly force is suicidal. Beyond their superhuman strength and resilience, werewolves also possess supernatural gifts and near-instant regeneration. In their Crinos form, their only notable weaknesses are fire and silver. Hunters often rely on specialized weapons targeting these vulnerabilities, such as silver melee weapons and ammunition, incendiary bombs, and demolitions. They employ ambush tactics or stealth to gain an upper hand and may also seek to fight werewolves in their human form when they are less dangerous. Disciplines like Animalism and Auspex are invaluable tools. The ability to sense a Lupine's beast can allow a skilled hunter to track their movements and set traps. These disciplines can also be used to provoke a werewolf’s rage, forcing them into a vulnerable state. Observing from a distance, studying tactics, and waiting for the perfect opportunity are often the best ways to handle these creatures. Additionally, hunters may use animal ghouls—such as birds, rats, and dogs—to spy on Lupines, ensuring they gather vital information without being detected. Employing well-armed groups of ghouls or humans with silver ammunition can provide a numerical advantage. Indirect methods are also common. Hunters might buy out a Lupine's territory, destabilize their family, or sabotage their cause. Werewolves retain a human psyche, and exploiting this fragility can be their greatest weakness.

It is not uncommon for werewolf hunters to collect Lupine blood. This potent vitae can provide sustenance or grant the hunter advantages in their pursuit.

Hunters[]

Trivia[]

While the term "Lupines" refers to werewolves, this description is based on Vampire: The Masquerade's version of the concept and their associated stats. It does not involve an official crossover with Werewolf: The Apocalypse.

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