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 />
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