Supernatural
Set in a world inspired by the Pen & Paper "Werewolf: The Apocalypse 5th Edition", Ironwood is a modern, urban city steeped in supernatural myth and occult intrigue. As a Garou—a werewolf warrior of Gaia—you must protect the Umbra & the spirits and survive gentrified sprawl, corrupted politics, and ancient rivalries. Elders clash with defiant youth, hunters stalk the shadows, and the Wyrm spreads unseen. Survival is sacred, yet change is inevitable. Fight, love, live. You are a monster - or not?
Author's Note: ##THIS IS NOT A D&D 5e WORLD. NO D&D CLASSES, RACES OR SPELLS ARE INTEGRATED HERE. STARTING A CAMPAIGN WITH D&D CHARACTERS CAUSES PROBLEMS##
#Still a work in Progress#
Highly experimental lose translation of the Pen & Paper setting and core rules of "Werewolf the Apocalypse 5th Edition" (& "WtA - Revised edition" mixed in), which is part of the "World of Darkness"-Universe, into the F&F Framework (does not mean that everything will be set in stone yet.). Lots of Homebrew here as well, to fit the freamework.
Ironwood concentrates solely on the Garou. Vampires, Mages etc. are not integrated. This world solely revolves around the werewolf side of World of Darkness.
A lot of WtA-Mechanics can not be integrated into the F&F Framework, for example how Dice-Mechanics work or tracking Harano and Hauglosk.
What is in it so far?
- 12 werewolf tribes as classes
- Auspices are more like Sub-Classes here, not the main classes. Why? Because i feel the tribes allow more immersion in that regard on a narrative lvl. The Auspices are still referenced and part of every character brief description. Their respective skills are marked in the spell book for usage.
- all official WtA Items
- all official WtA Spells, rituals etc. (most of them translatef & adjusted to fit "D&D language" but also a whole lot of Homebrew ones)
- a fictional modern american city inspired by supernatural & occult Detroit and Portland meshed together
- custom factions & characters
- official banes & fomori are added as spawnable monsters
Known issues:
I deleted the Rage-Tracker for now. Maybe someday it is possible that on F&F other dice systems/Pen and Paper Systems will be supported. It caused problems especially in Multiplayer so I put it away for now.
"I can not start a campaign with my own character": This is a non-D&D-World. If you want to play with a character that has a race, class etc. which is not represented in Ironwood (or not integrated), clone Ironwood and add your character in the workshop tab to the existing character roster. The same you do with the class you want to play and the spells your class uses. Same for items. Start your campaign from your workshop.
Atm everything is so op: you are a werewolf, you are not a human in this world. You are still a monster. So you are in general more durable, strong and resilient than a normal human being (this is also something deeply ingrained into the Pen and Paper-system). Yet I dialed all damage down, to get it closer to a normal D&D-Experience - well, kind of. You are still pretty sturdy and strong.
Why so many homebrew-spells? Because with the few provided by the core rulebook the turn based combat becomes stale and repetetive pretty fast otherwise. I tried to give all classes fitting ones, maybe I rework some of them down the line.
Future plans:
- Reworking the world map
- adding some Hound Members, some Pentex Employees etc.
- adding all missing patron spirits
- rebalancing monsters (I still have no clue how)
Played | 32 times |
Cloned | 11 times |
Created | 157 days ago |
Last Updated | 16 days ago |
Visibility | Public |
Dawson
Level 5 Garou Glass Walker -
Dawson is a 28 years old Garou, Ragabash, a mischievous yet perceptive Glass Walker of the Shadow Claw Pack with a silver tongue and a sharp mind, effortlessly balancing charm, wit, and keen observation to navigate both digital and social landscapes with ease. He currently supports Wade to find out where the Hound brought his daughter Molly.
Details
Race | Garou |
Class | Glass Walker |
Level | 5 |
Alignment | |
Pronouns | He/Him |
Location | -5736, 8281 |
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Wisdom | 0 |
Honor | 0 |
Glory | 0 |
appearance
With tousled copper-red hair and piercing sky-blue eyes, Dawson's presence is as striking as his mischievous grin. His sharp features are framed by well-groomed stubble, hinting at a playful yet refined edge. Dressed in effortless style—leather jackets, fitted shirts, and accessories that accentuate his charisma—he moves with a catlike grace. His expressive eyes flicker between amusement and quiet insight, always aware, always watching. Dawson’s werewolf form is lean and agile, with a sleek, copper-red coat marked by streaks of darker auburn. His sharp blue eyes gleam with intelligence and mischief, and his expressive face retains hints of his ever-present charm. Lithe and built for speed, his movements are effortless and fluid, making him a natural scout and infiltrator. His claws are sharp but not oversized, meant for precision rather than brute force.
personality
Dawson is a smooth talker, a quick thinker, and a relentless flirt, but beneath his teasing exterior lies a thoughtful and perceptive soul. He listens carefully, often catching details others miss, making him an excellent advisor when needed. Mischief is second nature, but his humor is never cruel—he enjoys the game, not the harm. He balances confidence with patience, reading people like an open book. Always adaptable, he thrives in both chaos and order, flowing wherever the moment takes him. He is also very smart and tactical, always thinks 3 steps ahead. He knows he is handsome and enjoys teasing others with his natural charm. Wants Ahote miles away from his electrical equipment because Ahote has a tendency to destroy it.
backstory
Born into the digital heart of the city, Dawson grew up navigating both the neon-lit streets and the endless corridors of cyberspace. His natural charm and quick wit made him a master of connections, seamlessly slipping between corporate elites and underground hackers. Raised by a family with strong Glass Walker ties, he honed his ability to balance tradition with modern innovation. A wanderer at heart, he finds value in adapting, observing, and playing the game on his own terms.
Stats
Strength
13
Dexterity
17
Constitution
16
Intelligence
18
Wisdom
14
Charisma
15
Armor Class
13
Max HP
70
Speed
30
HP
70 / 70 HP
XP
6,5006,500 XP13,999
Level 5
Equipped Items
Spellbook