Тебе надо просто дождаться книги "Стая"
Chapter One: Us and Them
What the pack is, how it works as a whole, and how it interacts with the outside world. Here, we elide the internal divisions. They’re for the future. For now, you’re one of us, so you get to know about:
How packs present to the outside world — not just biker gangs but office workers, software houses, fire crews, to cults.
How packs recruit, both inducting new werewolves and those members who do not have a psycopathology requiring pack living.
How packs organize, whether they go for the “tiered” method of Werewolf/Wolf-Blooded/Human, direct democracy, or other things.
An alternate system for creating pack members during play.
Options for troupe play, familiar to players of Ars Magica, the Civil War event for Marvel Heroic Roleplaying, and a little thing caled W20: Shattered Dreams
Some Merits that apply to the pack as a whole.
Chapter Two: Moving Parts
Here, we drill down to individual kinds of pack members. We talk about how they interact with the pack as individuals, rather than assuming anything about a pack’s structure. Chapter One is the flesh, Chapter Two is the bone. When you crack open the marrow, you might find:
How pack members might act when the pack as a whole is at rest, on task, on the hunt, and at the breaking point.
Specific factors for each kind of pack member — what instincts come into play for werewolves who aren’t in charge, and what it’s like to be in a pack of only werewolves.
A much bigger discussion on the pack’s totem and its place in the pack, the sometimes-neglected fourth kind of “usual” pack member.
Packmates who aren’t part of the “typical pack”, including spirits, mundane wolves, and the supernatural protagonists of the other Chronicles of Darkness games.
Systems for pack tactics, and expanded totem mechanics.
Chapter Three: The Wider World
Following the flesh and bone metaphor, the previous two chapters discuss the pack as an animal. This chapter looks at packs of packs, the psychology of the pack extended beyond the immediate. This shows up in two primary forms: Protectorates, which are kinda like packs-of-packs, and Lodges, weird spirit-pledged mystery cults. Dig deeper and you might find:
brat-pack
Or the werewolf Brat Pack
Details on Protectorates, including how they organize, why they form, how they structure themselves, and why they fail.
An overview of Lodges, mystery-cults pledged to totems other than the firstborn.
Tribal pillars — Lodges that exemplify each tribe
Five full Lodge write-ups, including the Lodge of Garm, the Thousand Steel Teeth, the Lodge of the Screaming Moon, the Temple of Apollo, and the Eaters of the Dead.
Chapter Four: Hunting Grounds
As they were so useful in Werewolf 2e, we’ve included a further three Hunting Grounds that highlight the themes and ideas present in this book. They include:
Dubai, the City of Chains
Malta, the Crossroads of Worlds
Bangkok, the Golden Throne.