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Werewolf: The Forsaken - Blank It

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area and can’t mark it. She grows impatient and angry if<br />

someone questions this behavior.<br />

Harmony 3: If a werewolf crosses into this character’s<br />

territory, the intruder should die. Werewolves at this level<br />

don’t tend to work for anything except their own self-betterment,<br />

or occasionally their packs’ goals. A werewolf<br />

who’s fallen this far into degradation lives by her own<br />

Vice. She might be lustful enough to bed anyone who<br />

strikes her fancy, werewolf or otherwise, or she might be<br />

so caught up in her own Rage that even her packmates<br />

aren’t safe from her tantrums. Werewolves who’ve fallen so<br />

far usually receive gruff advice from elders to shape up or<br />

ship out. Sometimes totems give similar advice, but some<br />

totems might not even see a werewolf’s behavior as a problem.<br />

<strong>The</strong> werewolf receives a –1 modifier to all Social and<br />

Mental rolls involving spirits. Compulsions grow obvious<br />

and typically vicious at this stage. <strong>The</strong> Bone Shadow in<br />

the example now feels the need to mark anyone she meets<br />

with her blood. She sees the behavior as perfectly natural.<br />

Harmony 2: Neither werewolves nor humans should<br />

take joy in injuring and causing pain to others. While killing<br />

is sometimes necessary, it should be done cleanly, out<br />

of respect to the enemy or prey’s spirit. A werewolf at this<br />

depth of morality, however, takes great pleasure in causing<br />

as much pain as possible to her foes. She probably doesn’t<br />

bother to hunt. When violence is necessary, she leaps in,<br />

claws flashing, hoping to spill as much blood and viscera as<br />

possible. <strong>The</strong> werewolf is drunk on her own power, but by<br />

acting so far out of accordance with Harmony, she denies<br />

herself much of the power that she might have. She suffers<br />

a –2 penalty to all Social and Mental rolls involving spirits.<br />

Compulsions take a turn for the worse here. <strong>The</strong> Bone<br />

Shadow is no longer content with using her own blood as<br />

a marker. Now she “bloods” anyone she meets, biting them<br />

to taste their blood. Resisting compulsions at this stage<br />

requires a Composure + Resolve roll.<br />

Harmony 1: <strong>The</strong> werewolf teeters on the brink of<br />

becoming one of the Zi’ir, the Broken Souls. Spirits shun her,<br />

not fleeing from her or raging at her, but simply ignoring her.<br />

Some Uratha notice this and grudgingly admit they need<br />

to change their ways. Most simply state that they get along<br />

just fine without spirits. Even at this advanced level of moral<br />

decay, werewolves feel some remnants of a pack bond, and<br />

may fight viciously to protect their packs. Unfortunately, they<br />

also lose perspective on what is and isn’t a threat, so the elder<br />

who bullies a packmate at a gathering might get the same<br />

treatment as the vampire who attacks with fang and claw.<br />

<strong>The</strong> werewolf suffers a –2 modifier to all Social and Mental<br />

rolls involving spirits. An additional Essence point must also<br />

be spent to activate any Gift. A Gift that normally costs a<br />

single point of Essence now costs two, a Gift with no cost<br />

associated with it now costs an Essence point, and one that<br />

normally requires Willpower also requires a point of Essence.<br />

Compulsions are now almost impossible to resist. If a character<br />

is unable to fulfill her urge, a Resolve + Composure roll<br />

must be made to resist Death Rage. <strong>The</strong> Bone Shadow in the<br />

previous examples finds that she must collect a piece of every<br />

being she meets and every place she visits. A tiny piece of<br />

flesh is quite sufficient, and she can’t understand why anyone<br />

would balk at giving it up. She might even begin to offer her<br />

own flesh first, just to be polite.<br />

Harmony 0: As discussed in the sidebar on p. 181,<br />

werewolves at this level are called Broken Souls or Zi’ir.<br />

While they might be capable of functioning socially<br />

among humans (or even werewolves), during their auspice<br />

moons, their souls are driven far out of balance, making<br />

them ravening beasts living only to eat, mate and destroy.<br />

Such monsters are incapable of using Gifts or fetishes or of<br />

entering the Shadow Realm. Spirits refuse to speak with<br />

them at all. <strong>The</strong>ir compulsions become uncomplicated<br />

and brutal at this level. Any semi-rational motivation for<br />

them disappears behind sheer hunger. <strong>The</strong> Bone Shadow<br />

now knows that she needs to remove a finger from anyone<br />

she meets (and is willing to wait until a good time to do it,<br />

if necessary), but she can’t remember why.<br />

DEGENERATION AND REDEMPTION<br />

In many ways, the loss of Harmony works like the<br />

loss of Morality as described in the World of Darkness<br />

Rulebook (p. 91). Werewolves can gain derangements as<br />

a result of Harmony dropping below 7 as usual, and their<br />

Virtues may help forestall the loss of Harmony.<br />

<strong>The</strong> <strong>Forsaken</strong> look on the derangements of a fallen<br />

werewolf not as illnesses, but as symptoms of the subject’s<br />

spirit and flesh being at odds. According to common<br />

belief, a werewolf’s soul is old, carrying a fragment of lost<br />

Pangaea within itself. Over the centuries, such an old soul<br />

develops many desires and burdens of its own. When a<br />

werewolf loses Harmony, the damage to her sense of self<br />

unlocks strange obsessions and fears.<br />

Though the rules mechanics for derangements remain<br />

the same, they take an oddly symbolic, even supernatural<br />

bent. A werewolf who develops a fixation or obsessive<br />

compulsion might be compelled to live out a version of his<br />

tribal totem’s ban, or even the ban of an entirely different<br />

spirit. Depression might manifest as a longing for lost Pangaea,<br />

and phobias might reflect fears of things that local<br />

spirits dread. (A werewolf might develop a fear of cats that<br />

is somehow “inherited” from the bird-spirits he allied with<br />

some time ago.)<br />

BANS AND COMPULSIONS<br />

<strong>The</strong> compulsions that manifest as a werewolf loses<br />

Harmony are separate symptoms from derangements. A<br />

werewolf could drop to Harmony 2 without gaining a<br />

single derangement, but would still be subject to a given<br />

compulsion, akin to a spirit’s ban. <strong>The</strong>se compulsions<br />

are always symbolic, though the symbolism might not be<br />

clear to the afflicted character. Most compulsions have<br />

their root in an unconscious need to fulfill some aspect<br />

of the Uratha’s relationship with spirits. Potential compulsions<br />

might involve:<br />

Morality — Harmony<br />

185

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