Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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182<br />
Chapter III: Special Rules and Systems<br />
Success: Your character emerges from his crisis of<br />
conscience with his sense of right and wrong intact. His<br />
Harmony is unchanged and he remains as sane as before.<br />
Exceptional Success: Your character re-dedicates himself<br />
to his convictions in the wake of his sin, driven by remorse<br />
and horror at the deeds he has committed. Not only<br />
does his Harmony remain unchanged on a degeneration<br />
roll, he gains a point of Willpower (which cannot exceed<br />
his Willpower dots). No special bonuses are gained for an<br />
exceptional Harmony roll when testing for a derangement.<br />
SINS<br />
Not all of the sins that endanger a werewolf’s Harmony<br />
are immediately obvious as sins to more conventional<br />
human morality. <strong>The</strong> more unusual violations are<br />
explained here.<br />
• Not shapeshifting for more than three days — A<br />
werewolf cannot achieve perfect Harmony if he denies who<br />
and what he is, even for a short time. Running too often as<br />
a human, wolf or something in between denies the evolving<br />
and changing identity that Luna shares with her children.<br />
A character of appropriate Harmony who doesn’t<br />
shapeshift for three days is subject to a degeneration roll.<br />
• Not obtaining your own food; carrying a silver<br />
weapon — Losing one’s edge at the hunt means losing one’s<br />
identity as a werewolf. Relying too much on human-provided<br />
sources of food, or sustenance stalked and caught by others is<br />
an offense against the powerful nature of the predator.<br />
Owning and carrying a silver weapon is an inherent<br />
offense, for what purpose could it hold but to harm and<br />
kill others of the People? Bearing a silver weapon demonstrating<br />
that a werewolf has no regard for his own kind. Of<br />
course, coming to terms with this sin means that one believes<br />
he has a realistic outlook on existence as a werewolf.<br />
Despite tenets of the Oath to the contrary, the People still<br />
kill the People, so one must be prepared to defend himself.<br />
• Disrespect to a spirit or elder Uratha — Werewolves<br />
are quick to confront, challenge, intimidate and<br />
stalk spirits and their own kind to demand or coerce<br />
favors or services. However, they must be careful to do so<br />
only when they have the right. <strong>The</strong> spirits already resent<br />
the People for their bastard half-flesh nature and their selfappointed<br />
policing of the Shadow. If a werewolf further<br />
damages this dysfunctional relationship by demonstrating<br />
his lack of respect for spirits or his own kind, he will be<br />
marked by the discord that results. <strong>The</strong> rights of a veteran<br />
werewolf or a potent spirit, like a pack alpha, are to be<br />
respected until his weakness is made manifest. This is not<br />
to say that a werewolf cannot oppose an enemy of superior<br />
standing — but he must do so with full respect. A character<br />
of appropriate Harmony who haughtily defies or insults<br />
a spirit of higher Rank or a werewolf of higher honorary<br />
Rank than his own may be subject to a degeneration roll.<br />
• Spending too much time alone; significantly violating<br />
a tribal vow — <strong>The</strong> People are plural, just as a pack<br />
implies a group. Werewolves are social animals, as instinct<br />
from their wild and human origins demands. To go rogue too<br />
long runs the risk of causing one to lose touch with spirits<br />
and Uratha alike. Yet humans don’t count as relations like<br />
other werewolves do. In <strong>Forsaken</strong> society, others help steer a<br />
werewolf clear of damning trends in behavior, and the collective<br />
is stronger than the individual, as evidenced by the five<br />
auspices bestowed by Luna, each of which is only part of a<br />
greater whole. A character of appropriate Harmony who goes