Werewolf The Apocalypse : The Yugoslav Wars

by Lev Lafayette

Background

Werewolf : The Yugoslav Wars is a game of Werewolf : The Apocalypse (1st and 2nd editions) set in the period of the Yugsolav Wars (c1991-1998), and more specifically the Bosnian War (1992-1995). It's a more designed around the real-world events of the Bosnian War with the supernatural overlay of the various White Wolf games (especially Vampire and Mage) and the mythologies of the region but without much of the Werewolf background as writ (e.g., the Pentex Corporation). There is, of course, a genuine concern about not making serious errors in misrepresentation of real-world cultures and events, especially in a work which combines fact with fiction. The emphasis should be, in this context, of providing at least some sense via fictional elements to what was very much a senseless conflict.

The starting date of the story-game is March 1991. All starting player characters are Bosniak werewolves. In character, you will be from Bosnia-Herzegovina, your first language will be Bosnian. This language pretty much the same as Serbo-Croation, except it has more loanwords from Turkish, Persian, and Arabic ("Orientalisms"). Latin is the most commonly used script, but Cyrillic is also used. Most, if not all, characters will be at least nominal Sunni Muslims but also with localised traditions especially the Slavic pagan worship of Jarilo (aka Juraj, Jarovit), the god of the seasons and lunar changes or Perun, the henotheistic thunder god of the Slavs.

Bosnia is located in the western Balkans, bordering Croatia to the north and westm Serbia to the east, and Montenegro. The name Bosnia-Herzegovina refers to the two historic regions, the former representing about eighty percent of the country, with the latter in the southern area. The country is very mountainous with the central Dinaric Alps throughout the land. Approximately fifty percent of the country is forested, somewhat unusual for the populated and technologically advanced Europe. Northern Bosnia contains very fertile agricultural land. The country has only 20 kilometres of coastline, with Croatia controlling the western coastline. The population of Bosnia is 4.4 million of which 44% are Bosnians, 31% are Serbs, and 17% are Croats; about 6% designated themselves as "Yugoslavs". The major cities are Sarajevo (east) and Banja Luka (northwest)

A central theme in Werewolf is the conflict between a the character's strong inner ideals, their enormous anger, and the utter destruction of nature. Werewolves walk a very difficult line between their human and wolf societies. They seek harmony between humans and nature, but they see the effects of science and technology destroying that harmony, which leads them to madness. They give spiritual terms to this conflict between Weaver (science and technology), Wyrm (rage and madness), and Apocalypse (end-times). Worse still, werewolves themselves are divided into different tribes are are not particularly friendly with each other.

The following review doesn't tell one much about the game system but it does have some creative skill in explaining the mental situation of werewolves.

http://www.rpg.net/reviews/archive/classic/rev_2808.phtml

Character Generation

The basics of character generation are as follows.

1. Choose name, breed, auspice, and tribe.

Character names obviously come from Bosnian background, a language which is very close to Serbo-Croatian.

http://www.behindthename.com/names/usage/bosnian

The follwoing quick pronunciation guide is worth printing out.

http://www.phantomranch.net/folkdanc/alphabet/serbo-croatian.htm

Breeds consist of homid (born to humans), lupus (born to wolves). There is also metis (born to werewolves), but these are not available for starting characters. The blood of metis is too pure, and whilst they have the advantages of homids and lupus, they also tend strongly towards deformities and madness. It is a rule among the tribe - no breeding between werewolves.

Homid: Initial Gnosis 1, Initial Gifts: Persuasion, Smell of Man
Lupus: Initial Gnosis 5, Initial Gifts: Heightened senses, Leap

The auspice is the phase of the moon of the character's first change (the rules say "when born", but the most recent edition refers to "first change"; the latter is preferable). This determines the personality, starting Rage, and roughly what sort of profession is best for the character. The choices are;

New Moon (Ragabash): Trickster, fool, and innovator. Initial Rage 1. Additional Gifts: Blur of the Milky Way, Open Seal, Scent of Running Water. Beginning Renown: any 3

Crescent Moon (Theurge): Spiritual leader, mystic, and shaman. Initial Rage 2. Additional Gifts: Mother's Touch, Sense Wyrm, Spirit Speech. Beginning Renown: 3 Wisdom

Half Moon (Philodox): Judges, mediators, and leaders during peace. Initial Rage 3. Additional Gifts: Resist Pain, Scent of True Form, Truth of Gaea. Beginning Renown: 3 Honor

Gibbous (Galliard): Storyteller and keepers of ancient Lore. Initial Rage 4. Additional Gifts: Beast Speech, Call of the Wyld, Mindspeak. Begining Renown: 2 Glory, 1 Wisdom

Full Moon (Ahroun): Warriors and leaders during war. Initial Rage 5. Additional Gifts: Razor Claws, Inspiration, The Falling Touch. Begininng Renown: 2 Glory, One Honor.

For tribes most characters will either be Silver Fangs, Shadow Lords, Silent Striders, or Children of Gaia. One Glass Walker and Bone Gnawer is acceptable (first come, first served)

http://whitewolf.wikia.com/wiki/Silver_Fangs
http://whitewolf.wikia.com/wiki/Shadow_Lords
http://whitewolf.wikia.com/wiki/Silent_Striders
http://whitewolf.wikia.com/wiki/Children_of_Gaia
http://whitewolf.wikia.com/wiki/Glass_Walkers
http://whitewolf.wikia.com/wiki/Bone_Gnawers

2. Allocate Attribute Scores, Abilities, and Advantages

After choosing a breed, auspice and tribe, you are awarded points to spread out among attributes in three categories - physical (strength, dexterity, stamina), social (charisma,, manipulation, appearance), and mental (perception, intelligence and wits). You get 7, 5, or 3 points to distribute depending on what you allocate to each category. Every attribute starts at 1 dot, which is essentially the equivalent of a human child (trips on rugs, can’t carry more than 40 pounds, etc.). The maximum for each attribute is five, which represents a capability for ridiculously superhuman feats.

After this determine Abilities, which are also dividied into three categories; talents, skills, and knowledges, with 13, 9, or 5 points in each category. Finally you determine your Renown (according to Auspice), your character's standing among werewolves, your Backgrounds and Gifts (one from Breed, your Auspice, and Tribe), and Backgrounds (5 points normally)

3. Finishing Touches

Record Rage (determined by your Auspice), Gnosis (determined by your Breed), Willpower (determined by your Tribe). In additon to this there is a number of "Freebie Points" (15) at the start of character generation Spend your Freebie Points (15 points, cost of 7 for Gifts, 5 points for Attributes, 2 points for Abilities and Gnosis, 1 point for Willpower, Rage, Background, and Renown)

Game Mechanics

The basic time periods in Werewolf are turn (a few seconds), a scene (several minutes), a chapter (a connected group of scenes), a story (several chapters), and a chronicle (several stories).

For actions each character creates a dice pools of an attribute plus an ability (e.g., Perception plus Alertness). Successes are based around a target number, typically 3 to 9, with an average task difficulty number of 6. Note that I'll be playing that difficulty numbers will be a lot higher for mental skills if you don't have any skill in the relevant subject. Each die that is equal or above the target number is a success and multiple successes add to the degree of success. Every 1 that's rolled however cancels a success. If there are more 1's than successes (i.e., all successes have been cancelled and there's still 1's on the table) then a critical failure or "botch" has occurred.

A Willpower point can be expended to declare a single automatic success. Also, some actions require high number of successes to complete (e.g., twenty or more). These are called extended actions and may require multiple time periods. Some actions are also resisted by opponents; in these cases the greatest number of successes wins. Each opponent's success cancels one of your own. Finally, where appropriate, with teamwork successes can be added together. However, as an elaboration to the rules, sometimes the worst roll of a team will be used (e.g., multiple attempts to fast talk or sneak).

In action turns (usually combat) initiative is initially determined by the number of successes on an Wits+Alertness test with a usual difficulty number of 6. This is retained throughout the scene unless there is an major interruption in the sequence of events of some sort in which case it will be re-determined. An attack roll is based on Dexterity + Brawl (Fisticuffs), Perception + Firearms (Ranged, Firearms), or Dexterity + Melee (Melee Weapons), with variable difficulty levels. A defensive dodge is allowed (Dexterity + Dodge) as a pool with each success reducing the attacker's successes. The number of successes plus the weapon bonus equates to damage, with an opportunity to reduce the damage ("soak") by rolling Stamina+2 against a difficulty of the weapon's damage factor+3. For werewolves silver, biochemical, and other supernatural weapons cannot be soaked.

Health levels are measured in dice penalties; Bruised (superficial, no game effect), Hurt (-1), Injured (-2), Wounded (-3), Mailed (-4), Crippled (-5), Incapacitated (no actions, except self-healing). Werewolves (in form) can heal back one wound level every turn of bashing (\) or lethal damage (X). Silver, fire, and the physical damage from supernatural creatures constitute aggravated wounds (*). These cannot be healed at the normal rate. An incapacitated werewolf who takes aggravated damage is killed. A werewolf normally can take no other action when healing; if they attempt other actions they must make a difficulty 8 Stamina test and if that is failed they take another wound level.

Werewolves are subject to Rage in wolf-form. It is represented as a dice pool to increase the number of actions available, and is avaliable when the character suffers setbacks, serious wounds, or shame. It must declared on the turn prior to action. Rage game effects include (i) extra actions (up to half their permanent Rage pool), (ii) to change forms to any other form without a test, (iii) ignoring stun which prevents a werewolf from action the next turn, normally induced by taking more than Stamina damage in a turn, (iv) remaining active when incapacitated, with a Rage roll (difficulty 8) with each success healing a health level (once per scene only), (v) for every point of Rage higher than Willpower reduced a character's social interaction dice by 1, (vi) when Rage and Willpower is reduced to zero the character cannot regain Rage. When a character uses Rage they may be subject to Frenzy. Any Rage check (even from Gifts) can invoke Frenzy if four or more successes are rolled. Frenzy is an uncontrolled “fight or flight” reaction.

Gnosis is the attachment of the werewolf to the spirit world; many Gifts require a Gnosis test, or expenditure from a gnosis pool. A character cannot spend Rage and Gnosis in the same turn. The Willpower pool is used to give an automatic success to an automatic success to an action, or prevent an automatic instinctual action from occuring.

Changing form requires a Stamina + Primal Urge test. Difficulty is based on character's starting form (Full Human 6, Near Human 7, Wolf Man 6, Near Wolf 7, Full Wolf 6). The number of successes determines the number of potential 'steps' in the transformation.

The rules goverining Renown changed significantly in the first and second editions of the game. Renown is a measurement of the status of the character within Garou society and is differentiated between Glory, Honour, and Wisdom. In the first edition these traits are measured in hundreds and thousands of points. In the second edition these are acquired as a temporary pool; once ten points are reached they may engage in a Rite of Accomplishment which allows them to gain a dot level in the appropriate trait.

Experience points are gained at the end of each game session and at the end of each story. For each session their players attended the characters receive 1 point, for reciting what they learned they earn 1 point, and the characters receive 1 point for exceptional acting. For the end of story, they receive 1 point for success, 1 point for experiencing danger, and 1 point for displaying great resourcefulness.

First Story: The Kara?or?evo Conspiracy

Chapter One: Formation of the pack

The story starts at Saturday, 23rd March, 1991. It's the night of a first quarter moon, and the location is Viso?ica [Viso-chisa] hill, a flatiron geological formation that is roughly pyramid shaped, and over two hundred metres high. Located in central Bosnia-Herzegovina, the tree-covered hill also contains the old town of Visoki, a medieval defensive royal castle from the fourteenth century, which was abandoned by the early sixteenth century. The hill overlooks the town of Visoko, home to some forty thousand people.

Despite the significant population density of the region, there is still a great deal of natural parkland, making it quite possible for werewolves to move around without disturbance. It is in the remains of the castle on the hill, a famous multi-tribal caern, that the pups prepare themselves for the rite of passage, a test that will ensure that they are worthy of becoming adult members of the pack. Traditionally different tribes have their own rituals as appropriate; the Shadow Lords have a test of fighting skill, the Silent Striders take relics or messages through dangerous territory etc. It's emphasised that up to ten percent of werwolf pups die attempting the rite of passage.

Brought here on the command of the sept leaders, the pups have spent more than a few days camped out in the ruins. As a result they have gotten to know other pups who are in attendance. Each player-character should introduce their character, which tribe they belong too, their auspice, their likes and dislikes etc. At the end of this narrative, shortly before midnight when the moon is high in the sky, an older, silver-haired woman approaches, dressed very archically in traditional Bosnian rural clothes made from wool, flax, hemp and leather and carrying a multi-coloured staff. She introduces herself as Štefanija Kosa?a, a famous Silver Fang from a noble human family, and the unofficial leader of all the werewolves of Bosnia-Herzegovina.

Štefanija explains that the young pups are going on a very special mission for their rite of passage with agreement with their sept leaders. This mission is one that requires the skills of different tribal traditions and auspices working together. Whilst the werewolves have avoided meddling in the affairs of humans, there is a smell in their air that suggests that they may not have a choice. Stjepan points out that in the last year the old communist parties, both here in Croatia, Slovenia, and Macedonia have lost power to nationalist groupings, and the communist parties in Serbia has been more interested in Serbian nationalism in any case. The League of Communists of Yugoslavia dissolved in 1990 along federal lines. Nationalist rhetoric has became increasingly heated. The scent of war between the apes is in the air.

For a long time mountainous and wooded Bosnia-Herzegovina has been a safe place for werewolves, one of the few such places in Europe. If war comes here, it would be a disaster for the werewolves, as it would be for all nature. Štefanija says she had seen the last war and the broken and burning landscape that it brought, and does not wish to see it happen again. She has recently learned from fellow werewolves that there is going to be a secret meeting between the presidents of Serbia and Croatia at Kara?or?evo. She fears that this meeting will bring war to the land. The mission of the pups is to journey to this place and find out what is being planned. She offers one last command with a look of concern: "There's not many of us left. Don't get killed".

The pups should howls in approval and agreement.

References
http://en.wikipedia.org/wiki/Viso%C4%8Dica_hill.
http://en.wikipedia.org/wiki/Old_town_of_Visoki
http://en.wikipedia.org/wiki/Visoko,_Bosnia_and_Herzegovina

Chapter Two: The Journey to Ba?

The journey is a five hour drive (or, just as likely depending on Resources, seven hours via bus) from Visoko through Bosnia-Herzegovina to the south-eastern Croatian border then into north-western Serbia. The planned stop is in small town (population 14,000) of Ba? in Serbia (the autonomous province of Vojvodina), where a caern of the Children of Gaia (called Children of Veles in the Slavic lands) live. The pups are to meet at the ruins of the medieval Ba? Fortress at dusk on Sunday, March 24th. The journey itself is relatively uneventful, a meandering trip through forest, hill, valley, and numerous small towns. Whilst waiting for the allocated time a cursorary search of the castle grounds will reveal a large wooden totem of a dour-faced man next to the remains of the old castle walls, and somewhat hidden from the main tower, which is a regular visiting location for tourists.

Whilst the pups investigate this strange monument, an Orthodox priest approaches, still in full regalia. He explains to the pups that the monument is a dedication to Veles, an old pagan god, probably put up by some youngsters who have read too much history. If the pups ask more about Veles, the priest will explain that Veles was the god of the Earth and the underworld, emphasising that the underworld in Slavic mythology was not like the Christian hell, but rather a moist, green pasture and woodland with many supernatural beasts, the roots of the world tree. Veles was the god of autumn, earth and water, cattle and pasture, magic, music. He would often have creatures associated with him, like the bull, bear, snake, or wolf. He pauses for a moment: "... especially the wolf, and especially in these parts". If the pups don't immediately take the bait, he will make a few more mentions of how wolves are especially close to the earth in these parts, and how they are misunderstood etc. Finally, he may ask where the pups are staying, and offer accommodation at the Bo?ani monastery.

Bo?ani is a small village very close to Ba?, with less than a thousand people. The monastery, as the Father Andrej Djokovi? explains, was founded in 1478 where a spring was found to have a curative properties and healed blindness ("if you believe in such things!"). The monastry itself was once home to up to two hundred monks at its height. Now there is less than a dozen, who barely have sufficient time to keep the place in a state of repair, especially with water damage. Much of the several hectares of land that the monastry is based on was farmland, but has reverted to forest (".. but we prefer it that way"). It should become evident, once that he has their trust, that the entire monastry are werewolf Children of Veles.

Exploring inside the pups will discover many works of art by the 18th-century painter Hristofor Žefarovi?, especially of Saint Methodius and Saint Jeffrem, and various images of Christian unity, albeit some are clearly water damaged. The priest will explain that Hristofor believed that all South Slavs (including Bulgarians) were one and the same "Illyrian" people and sought "brotherhood and unity", using the phrase of the Communist Party of Yugoslavia. The priest explains that there are many people of different nationalities in the area. Whilst the village are mostly Serbs, they are less than half the population of the region; "... there are also many Slovaks, Croats, Hungarians, Romani, Romanians, Ruthenians, Bosnians - but all Yugoslavs!"

If they wander around further through the monastry (and they have leave to), they will eventually encounter a sitting room and library whose contents are somewhat different to the nominal Christian expressions they have seen. In here there are older artworks, including images of vampiric activities. If asked, Andrej will explain that there is an old Illyrian necropolis dating back from the 500's in a nearby village of Vajska and will patiently explain the reality of vampires.

References
http://en.wikipedia.org/wiki/Ba%C4%8D,_Serbia
http://en.wikipedia.org/wiki/Ba%C4%8D_Fortress
http://www.dvorci.info/dvorci/bac/galerijae.php
http://en.wikipedia.org/wiki/Veles_%28god%29
http://www.travel.rs/culture/monastery/bodjani-monastery

Chapter Three: The Grounds

The following day Father Andrej will outline the grounds of Kara?or?evo; an elite hunting resort and stud farm, some 70 square kilometers in size. Much of the area is deep woodland and marsh, with oak and acacia. The extensive woodlands are abundant with wild boar, deer, Eurasian elk (moose), wild goat, and water birds. And even a few wolves, of course. Bordering the woodland is a famous stud farm, established when the region was part of the Austro-Hungarian Empire, including Furioso-North Star (medium riding), Nonius (light draft, military), Gidran (powerful riding) breeds. Adjacent to the stud farm is the hunting lodge where Serbian President Slobodan Miloševi? and Croatia President Franjo Tu?man will meet this day. If the pups ask how Father Andrej knows this information, he will ask whether the pups *really* want to know, and ask them to think if it is safer for the contact if less people know. If they insist, it is Branimir Skalicky, a groundsman of Serbo-Slovak background.

The journey to the grounds takes less than an hour, with the pups dropped off on the edge of the woods. From cover they can see the stud farm, and then the hunting lodge. Patrolling around the lodge is sixteen armed Serbian and Croat regional police; not members of the Yugoslav Army. Four are on the roof of the two-story lodgehouse. They are armed with assault rifles, wear ballistic vests (level 3, protects against rifle bullets etc), and carry walkie-talkies. The front of the lodge has two armoured cars, one from each of the police, four motorcyles, two presidential vehichles, and two support vehicles. They're packing serious heat for a diplomatic meeting.

Serbian and Croation SWAT equivalent
Attributes: All 2, except physical at 3.
Abilities: Alertness 3, Leadership 2, Brawl 3, Streetwise 1, Dodge 3, Security 3, Repair 2, Firearms 4, Drive 2, Melee 2, Stealth 2, Intimidation 2, Law 1, Police Procedure 3
Equipment: Class III Body Armour, Radio, Lt Auto Pistol, Assault Rifle

References
http://www.huntingclubastra.com/sr/hunting-ground/34
http://en.wikipedia.org/wiki/Kara%C4%91or%C4%91evo_%28Ba%C4%8Dka_Palanka%29

Chapter Four: The Meeting

Assuming that the pups somehow get past these goons, whether by pure stealth, or stealthy violence, their entry into the lodge itself will require additional care. There is about a half-dozen normal human staff serving lunch and drinks to the assembled leaders. The two Presidents are in a private board room which is guarded by one member of each region, and another two inside. Each of these personal guards are average ranked vampires and sorcerers respectively, slightly tougher than the PCs if it comes to combat.

Serbian Vampire Guards
Attributes: All 3, except physical at 4.
Abilities: Alertness 4, Leadership 3, Brawl 4, Streetwise 2, Dodge 4, Security 4, Repair 3, Firearms 4, Drive 2, Melee 4, Stealth 3, Intimidation 4, Law 1, Police Procedure 3
Willpower 8, Generation 11, Celerity 3 or Fortitude 3
Equipment: Class III Body Armour, Radio, Hvy Auto Pistol

Croat Mage Guards
Attributes: All 3, except physical at 4.
Abilities: Alertness 4, Leadership 3, Brawl 4, Streetwise 2, Dodge 4, Security 4, Repair 3, Firearms 4, Drive 2, Melee 4, Stealth 3, Intimidation 4, Law 1, Police Procedure 3
Willpower 8, Arete 3, Forces 3 or Matter 3
Equipment: Class III Body Armour, Radio, Hvy Auto Pistol

If the pups somehow get close enough they will overhear the discussion between the two Presidents. They will express a mutual distrust of each other and indeed a barely conceived loathing. Both will accuse the other of the breakdown of a long-standing agreement, but the terms will also include insults that indicate supernatural powers (for example, Tu?man will call Miloševi? a "bloodsucker", who responds calling Tu?man "a witch"). However, they will also both express a desire to partition Bosnia-Herzegovina. The discussions will be about the specific borders, but they will also make disparaging comments about the backward dogs that need to be put down on order for develoment, stability, etc. After a while it should be apparent to even the less bright pups that the two Presidents are talking about the extermination of werewolves.

Slobodan Miloševi?
Attributes: All 4, except Physical at 2.
Abilities:
Willpower 8, Generation 9, Dominate 4, Auspex 4, Thaumaturgy 4
Equipment: Class II Body Armour, Radio, Hvy Auto Pistol

Franjo Tu?man
Attributes: All 4, except Physical at 2.
Abilities:
Willpower 8, Arete 5, Mind 4, Correspondence 4, Time 4
Equipment: Class II Body Armour, Radio, Hvy Auto Pistol

It is possible that the pups can sneak in, overhear all this, and escape without anyone noticing. Chances are however, that something will go wrong and combat will occur. The pups should realise fairly quickly that they are seriously overmatched and should flee as soon as possible. Indeed, if conflict should occur it will be advantageous as it will be proof positive that vampires and mages have taken over the respective governments of Serbia and Croatia, and are seeking to exterminate the werewolf population.

References
http://en.wikipedia.org/wiki/Slobodan_Milo%C5%A1evi%C4%87
http://en.wikipedia.org/wiki/Franjo_Tu%C4%91man
http://en.wikipedia.org/wiki/Kara%C4%91or%C4%91evo_agreement

Character Summaries

Name: Adam Anghel
Breed: Homid
Auspice: New Moon
Tribe: Shadow Lord
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Alertness 2, Dodge 2, Empathy 5, Expression 3, Subterfuge 5
Skills: Drive 2, Etiquette 5, Firearms 2, Melee 1, Stealth 1
Knowledges: Law 2, Linguistics 2, Politics 3
Background : Resources 4
Gifts: Persuasion, Smell of Man, Blur of the Milky Eye, Scent of Running Water, Open Seal, Scent of Running Water, Aura of Confidence, Fatal Flaw
Renown: Glory 0, Honor 1, Wisdom 2
Rage 1, Gnosis 1, Willpower 4

Name: Ragos
Breed: Homid
Auspice: Full Moon
Tribe: Bone Gnawer
Physical: Strength 4, Dexterity 3, Stamina 5
Social: Charisma 1, Manipulation 4, Appearance 1
Mental: Perception 3, Intelligence 4, Wits 1
Talents: Alertness 3, Athletics 2, Brawl 5, Dodge 3, Intimidatoin 3, Primal Urge 1, Subterfuge 1
Skills: Firearms 3, Melee 2, Stealth 2, Survival 2
Knowledges: Linguistics 2, Occult 3, Rituals 2
Background: Mentor 1, Contacts 1, Kinfolk 1
Gifts: Razor Claws, Inspiration Falling Touch, Persuasion, Smell of Man, Cooking, Scent of Sweet Honey
Renown: Glory 2, Honor 1, Wisdom 0
Rage 7, Gnosis 1, Willpower 4

Name: Faris Murad
Breed: Homid
Auspice: Crescent
Tribe: Silver Fang
Physical: Strength 2, Dexterity 4, Stamina 2
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 2, Intelligence 5, Wits 3
Talents: Alertness 2, Brawl 2, Dodge 3, Expression 1, Streetwise 1
Skills: Drive 1, Etiquette 1, Firearms 4, Leadership 1, Melee 3, Stealth 2, Survival 2
Knowledges: Medicine 3, Occult 4, Rituals 1, Science 2
Background: Pure Breed 3, Rite of the Opened Caern 1, Past Life 1
Gifts: Lambent Flame, Sense Wyrm (*2), Mother's Touch, Spirit Speech, Master of Fire
Renown: Glory 0, Honor 0, Wisdom 3
Rage 2, Gnosis 1, Willpower 3

Name: Jana
Breed: Lupus
Auspice: Crescent Moon
Tribe: Silent Strider
Physical: Strength 1, Dexterity 4, Stamina 3
Social: Charisma 2, Manipulation 1, Appearance 3
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4, Empathy 1, Primal Urge 4, Streetwise 1, Subterfuge 1
Skills: Animal Ken 2, Etiquette 1, Firearms 1, Melee 1, Stealth 3, Survival 2
Knowledges: Enigmas 1, Investigation 1, Linguistics 1, Medicine 1, Occult 1, Rituals 1
Background: Pure Breed 1, Kinfolk 2, Fetish 1, Mentor 1
Gifts: Heightened Senses, Leap, Mother's Touch, Sense Wyrm, Spirit Speech
Renown: Glory 0, Honor 0, Wisdom 3
Rage 2, Gnosis 5, Willpower 3

Name: Mirsad
Breed: Lupus
Auspice: Half-Moon
Tribe: Glass Walkers
Physical: Strength 1, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 5, Wits 3
Talents: Alertness 1, Expression 3, Subterfuge 3
Skills: Crafts 1, Etiquette 1, Firearms 3, Leadership 2, Stealth 3
Knowledges: Computer 3, Enigmas 3, Investigation 2, Law 1, Linguistics 2, Politics 3, Science 2
Background: Resources 2, Contacts 1, Kinfolk 1
Gifts: Heightened Senses, Resist Pain, Truth of Gaia, Persuasion, Leap, Scent of True Form, Control Simple Machine
Renown: Glory 0, Honor 3, Wisdom 0
Rage 3, Gnosis 5, Willpower 3

Timeline

The following is a real-world timeline of the Bosnian war.

1991

* January 22nd. Croatian Defense Forces (HOS) established. Although the first HOS squad was established in January, the HOS was officially founded on 25 June 1991 by Dobroslav Paraga, Ante Paradžik, Alija Šiljak et. al. Notable for using the abbreviations, logo, and slogan-salute (Za dom spremni!) of the WWII fascist Croatian puppet state, the Independent State of Croatia and the Ustaše.

* March 25 Kara?or?evo agreement between Tu?man and Miloševi?. The topic of their discussion was the ongoing Yugoslav crisis, with rumours of an agreement to partition Bosnia.

* October 1, Siege of Dubrovnik (on Croatian coastline near Bosnia) begins, lasts until 31 May 1992 with Croatian victory against Serb forces.

* October 14-15. Bosnian Parliament approves "Memorandum on Sovereignty" with opposition from Serb parties. On 24 October 1991, the Serb deputies form the Assembly of the Serb People in Bosnia and Herzegovina.

* November 1991. Croatian Republic of Herzeg-Bosnia established. From May 1992 forward, the Herzeg-Bosnia leadership engaged in continuing and coordinated efforts to dominate and "Croatise" regions it controls.

* Unknown. Manja?a camp establised by Yugoslav National Army (JNA) in northern Bosnia, initially to house Croats from the Croatian War. With the start of the Bosnian War it will be managed by the Bosnian Serb forces and housing three thousand seven hundred inmates. During the period from late May 1992 to early August 1992, hundreds of detainees died.

1992

* January 9. Following a plebiscite in Serb areas, supported by 96% of voters, Serb assembly proclaimed the Republika Srbska, declaring it part of Yugoslavia. Serb held towns would be subject to ethnic cleansing.

* February 21. United Nations Protection Force (UNPROFOR) is created by UN Security Council Resolution 743. Initial mandate is to ensure conditions for peace talks and to provide security in demilitarised safe-havens.

* February 22. Republic of Bosnia and Herzegovina declares and passes a referendum for independence on 29 February, passed a referendum for independence. Referendum boycotted by Bosnian Serbs.

* March 11. Carrington-Cutileiro peace plan unanimously rejected by the Bosnian Serb Republic. They offer their own claiming about 2/3rds of Bosnia's territory, with a series of ethnically split cities and isolated enclaves, and leaving the Croats and Bosniaks with a strip of land in the centre of the republic. This is rejected by Culiteiro, but put forth a new draft which is accepted by the Bosnians, Serbs, and Croats on March 18. However on 28th March, Bosnian representative Izetbegovi? withdraws his signature after meeting with then US ambassador to Yugoslavia in Sarajevo.

* April 3. Siege of Mostar begins. The Yugoslav People's Army (JNA) bombard stakes control over large portions of the town. By 12 June 1992, the Croatian Defence Council (HVO) and the 4th Corps of the Army of the Republic of Bosnia and Herzegovina (ARBiH) in a joined action amassed enough strength to force the JNA out of Mostar. In 1993 this will give rise to a conflict between Croat and Bosnian forces.

* April 3-11. Battle of Kupres between Croatian Army and the Yugoslav People's Army. The objective of the battle was control of the strategic Kupres Plateau, controlling a major supply route. Result was a Yugoslav People's Army victory.

* April 5. Siege of Sarajevo begins, which will last until a ceasefire in October 1995. Serbian forces numbering some 13,000 with heavy weapon support blockade the city from May 2, trapping some 70,000 Bosnian lightly-armed forces. During the seige, approximately 6,000 Bosnian soldiers and 5,500 civilians are killed, including those from mass killings (such as the shelling of Markele market on 5 February 1994 and 28 August 1995); Serb military casulties were around 2,200. Between May 1992 and November 1995 the Bosnian Army constructed a tunnel between the city and the Sarajevo airport, controlled by the United Nations.

* April 7. Series of killings, rapes, and ethnic cleansing begins by Serbian military, police, and paramilitary forces carried out against Bosniak civilians in Fo?a region. Some 2,700 individuals go missing.

* April 8. The Croatian Defence Council (Croatian: Hrvatsko vije?e obrane, HVO) established as official military formation of the Croatian Republic of Herzeg-Bosnia.

* April 15. The Army of Republic of Bosnia and Herzegovina (ARBiH) formed. With inferior weapons lost significant territory in 1992 and 1993, with no major changes in 1994. It was not until the Split Agreement and NATO intervention that successful major offenses were carried out.

* April 29. Bosnian Serb takeover of the Prijedor region. Ethnic cleansing and civilian massacres follow with some 5,200 killed or missing, mostly Bosniaks.

* May. ?elebi?i prison camp established and u sed by several units of the Bosnian Ministry of the Interior (MUP) and Croatian Defence Council (HVO) to house some 700 Bosnian Serbs POWs until its closure in December. Dretelj concentration camp established, run by the Croatian Defence Forces (HOS) and later by the Croatian Defence Council (HVO). During 1992 the HOS detained several hundred mostly Serb civilians, who were held in inhumane conditions, while female detainees were raped. From April to September 1993 Bosniaks were detained, reaching a peak of 2,270 detainees.

* May 6 Graz Agreement signed between Bosnian Serb leader Radovan Karadži? and Bosnian Croat leader Mate Boban. The agreement publicly declared the partition of Bosnia and Herzegovina between Republika Srpska and the Croatian Republic of Herzeg-Bosnia.

* May 12. Yugoslav People's Army (JNA) officially leaves Bosnia and Herzegovina, however command chain, weaponry, and higher-ranked military personnel forms Army of Republika Srpska (Vojska Republike Srpske, VRS). This includes members who would become part of the Jedinica za specijalne operacije (JSO), the elite special forces of the Yugoslav State Security Service (RDB) in 1996.

* May 25. Omarska Camp established by Repulika Srbska Army. Remains open until August 1992; during the time there approximately 6,000 Bosniaks and Croats are placed in this concentration camp; approximately 750 die due to summary execution or starvation. Murder, torture, rape, and abuse of prisoners is common.

* May 30. Four detention camps—Trnopolje, Omarska, Keraterm and Manja?a officially opened on 30 May 1992 by Bosnian Serb Prijedor police chief Simo Drlja?a. Trnopolje detainment camp established by Bosnian Serbs. An estimated 30,000 inmates passed through it between May and November 1992, holding between 4,000 and 7,000 prisoners at any given time.

* June 5. UNPROFOR authorised for the protection of Sarajevo airport as mandated by Resolution 758 for humanitarian purposes, providing a security corridor to the city for aid convoys.

* June 7-26. Operation Jackal offensive by a combined Croatian Army (HV) and Croatian Defence Council (HVO) army against the Army of Republika Srpska (VRS). The HV and the HVO captured approximately 1,800 square kilometres (690 square miles) of territory.

* June 12. Siege of Biha? begins by the Army of the Republika Srpska, the Army of the Republic of Serbian Krajina and the Bosniak forces who would establish the Autonomous Province of Western Bosnia. The seige is against Bosniak and Croation forces and civilians in Biha?. The siege continues until 5 August 1995, when it is lifted following Operation Storm. Almost 5,000 military and civilians were killed or missing.

* June 18. Bosnian forces receive an ultimatum from Croatian Defence Council (HVO) to establish the authority of the Croatian Community of Herzeg-Bosnia and pledge allegiance to it. Conflict begins the following day, starting the Croat-Bosniak war.

* July. Keraterm Camp established by Repulika Srbska Army and remains open until 1994. Approximately 1250 Bosniaks and Croats are held as inmates; some 300 are killed.

* July 21. Agreement on Friendship and Cooperation between Bosnia and Herzegovina and Croatia signed by Alija Izetbegovi?, President of the Republic of Bosnia and Herzegovina, and Franjo Tu?man, President of the Republic of Croatia, in Zagreb. It also placed the Croatian Defence Council (HVO) under the command of the Army of the Republic of Bosnia and Herzegovina (ARBiH).

* August 9. Leaders of the HOS Croatian Defense Forces (Kraljevi? etc) assassinated by Croatian Defence Council (HVO) soldiers under the command of Mladen Naletili?. The HOS was mostly disbanded shortly afterwards, and absorbed by the HVO and the Army of the Republic of Bosnia and Herzegovina at the beginning of the Croat-Bosniak War.

* September. The Heliodrom concentration camp established by Croatian Community of Herzeg-Bosnia and Croatian Defence Council to detain Bosniaks and other non-Croats. Housed thousands of predominantly civilians in overcrowded conditions and subject to torture. Closed April 1994.

* September 14. UNPROFOR given a mandate by the United Nations Security Council to protect humanitarian relief convoys as requested by the United Nations High Commissioner for Refugees (UNHCR) and provide ground transportation for difficult routes.

1993

* January 8. Bosnian Serb forces stop a UN convoy carrying Bosniak Deputy Prime Minister Hakija Turajli? at Sarajevo and kill him.

* January 10. Croatian forces begin shelling Gornji Vaku, initiating a series of civilian massacres, summary executions, and military conflicts that constitute the Lašva Valley programme of ethnic cleansing. On 25 April at Zagreb a ceasefire is an immediate ceasefire is reached between President Izetbegovi? and Mate Boban.

* April 12. NATO commenced Operation Deny Flight to enforce the no-fly zone, established by United Nations Security Council issued Resolution 816, calling on member states to enforce a no-fly zone over Bosnia-Herzegovina. By its end on 20 December 1995, NATO pilots had flown 100,420 sorties, destroying a number of planes, command posts, and armoured vehicles of Republika Srpska.

* April 16 United Nations Security Council Resolution 819 provides UNRPOFOR authority to protect Srebrenica a "safe area" free "from armed attack or any other hostile act." In May 1993, Biha?, Sarajevo, Goražde, Žepa and Tuzla were also added as "safe areas".

* May 6. Bosnian Serb National Assembly rejects Vance-Owen Peace Plan. Referendum on May 15-16 rejected by 96% of voters. The proposal involved the division of Bosnia into ten semi-autonomous regions, received the backing of the UN. Although the President of the Republika Srpska, Radovan Karadži?, had signed the plan on 30 April.

* May 9, Croatian Defence Council attacks Bosnian Eastern Mostar reducing it to rubble. Bosniaks respond in September with Operation Neretva '93. Around 60 Croat civilians, combatants and POWs were killed. Operations ended in December with a stalemate.

* May 25. International Criminal Tribunal for the former Yugoslavia (ICYT) established by Resolution 827 of the United Nations Security Council.

* June 1993. Vojno camp was a detention camp set up by the Croatian Defence Council (HVO) and runs to March 1994, to detain tens of thousands of Bosniaks in the Mostar municipality. Bosniaks in the camp were subject to killings, mistreatment, rapes, detention and murders

* July 8. Meeting between Slobodan Miloševi?, Radovan Karadži? and Ratko Mladi? took place with agreement that Serbs are to help Croats to force the Muslims to accept the partition of Bosnia and Herzegovina.

* August 20. UN Representatives Thorvald Stoltenberg and David Owen offer a peace plan that would split Bosnia into three ethnic states, with Bosnian Serb forces would govern 52 percent the territory territory, Bosniaks 30 percent, and Bosnian Croats would receive 18 percent. On 29 August 1993 the Bosniaks rejected the plan.

* September 27. Autonomous Province of Western Bosnia established by Bosniak Fikret Abdi?. Initially cooperating with both Serbian and Croatian forces, it increasingly became aligned with Serbian forces. It was overcome on August 7, 1995.

1994

* February 23. Croat-Bosniak war officially ends with the ceasefire signed in Zagreb by the Commander of HVO, general Ante Roso and commander of Bosnian Army, general Rasim Deli?.

* March 18. Washington Agreement signed in Vienna, a ceasefire agreement between the warring Croatian Republic of Herzeg-Bosnia and the Republic of Bosnia and Herzegovina, establishing the Federation of Bosnia and Herzegovina. Signed by Bosnian Prime Minister Haris Silajdži?, Croatian Foreign Minister Mate Grani? and President of Herzeg-Bosnia Krešimir Zubak. Under the agreement, the combined territory held by the Croat and Bosnian government forces was divided into ten autonomous cantons, establishing the Federation of Bosnia and Herzegovina.

* June 2 - August 21. ARBiH launches Operation Tiger 94 against the Bosnian Autonomous Province of Western Bosnia, its leader Fikret Abdi? and his Serbian backers the Army of the Republic of Serbian Krajina (VSK), and the Army of Republika Srpska (VRS). The ABiH defeated the Province's forces; however they were able to recapture the territory in December 1994 in Operation Spider.

* August 28. Republika Srpska referendum (97% no, 3% yes) rejects the Contact Group (U.S., Russia, France, Britain, and Germany) partition plan referendum, which would have given Bosnian Serbs approximately 49% of Bosnia.

* October 20 - November 3. The Battle of Kupres between the Army of the Republic of Bosnia and Herzegovina (ARBiH) and the Croatian Defence Council (HVO) on one side and the Army of Republika Srpska (VRS) on the other. Result is ARBiH and HVO victory.

* November 3. Swedish Airlines System Flight 347 highjacked at Oslo by Haris Ke?, a Bosnian living in Norway, who made demands that Norwegian authorities help to stop the humanitarian suffering in his home country caused by the Bosnian War. He surrendered after some of his demands had been met.

1995

* April 16. The United Nations Security Council passed Resolution 819, declaring Srebrenica a "safe area" with UNPROFOR troops arriving two days later. On 8 May 1993 agreement was reached of demilitarization of Srebrenica, however on July 6 a Serb offensive took UNPROFOR observation posts, and advanced into the city. By the evening of 11 July 1995, approximately 20,000 to 25,000 Bosniak refugees from Srebrenica were gathered in Poto?ari, seeking protection within the UN compound there. On 13 July, the Dutch forces expelled most of the five thousand Bosniak refugees from the United Nations compound. On 12 July Republika Srbska soldiers began began summary executions and rapes. As Bosnian civilians and escaping soldiers attempted to escape the blockade, there was a series of massacres and executions, including many who had surrended. By July 23, over 8000 Bosnians had been killed.

* May 26. Bosnian Serbs take 400 UNPROFOR peacekeepers hostage following NATO airstrikes and take them to to strategic points as human shields.

* May 27. An armed confrontation occurs between United Nations (UN) peacekeepers from the French Army and elements of the Army of the Republika Srpska (VRS) resulting in UN peacekeepers retaking the observation post and a withdrawl from the VRS.

* July 21. Operation Miracle occurs, a a successful attack by the foreign troops of the Bosnian Mujahideen against the town of Kr?evine held by Republika Srpska.

* July 22. Mutual defence agreement between Croatia, the Croatian Republic of Bosnia and Herzegovina and the Federation of Bosnia and Herzegovina, signed in Split, Croatia. Seen as a turning point in the war, it resulted in modest military gains for both the Bosniak and Croat forces in Bosnia, but opened the path for the decisive Croatian offensive against the Republic of Serbian Krajina (RSK) and NATO intervention in Bosnia.

* August 30 - September 20. NATO's air campaign Operation Deliberate Force initiated in concert with UNPROFOR ground operations against Bosnian Serb army threats against UN-designated "safe areas". The campaign struck 338 Bosnian Serb targets. The campaign struck 338 Bosnian Serb targets, many of which were destroyed. Overall, 1,026 bombs were dropped during the operation, 708 of which were precision guided.

* October 10-13. The last major military operation undertaken by the Bosnian Army, in the series of general counteroffensives by Bosnian and Croatian forces following Operation Storm. After successful initial phases, Operation Sana ended because the Dayton Agreement was signed, ending the war. The operation was an ARBiH victory resulting in Sanski Most being retaken.

* November 1. The Dayton conference takes place from 1-21 November. The main participants from the region were the President of the Federal Republic of Yugoslavia Slobodan Miloševi? (representing the Bosnian Serb interests due to absence of Karadži?), President of Croatia Franjo Tu?man, and President of Bosnia and Herzegovina Alija Izetbegovi? with his Foreign Minister Muhamed Sacirbey.

* December 14-21. General Framework Agreement for Peace in Bosnia and Herzegovina meetings in Paris on 14 December 1995. The full and formal agreement was signed in Paris on 14 December 1995 and witnessed by French president Jacques Chirac, U.S. president Bill Clinton, UK prime minister John Major, German chancellor Helmut Kohl and Russian prime minister Viktor Chernomyrdin. In February 2008 it was announced that the original of the Agreement had been lost.