Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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a spirit accepts their sacrifice. If the players and Storyteller<br />
are all willing, the Storyteller can design a totem for the<br />
pack and make a few of the choices so that the players<br />
themselves can enjoy the element of surprise. While the<br />
werewolves themselves must trust their own judgment in<br />
their choice of spirit tracked down as a potential totem, the<br />
players might prefer to ensure compatibility with the totem<br />
they’ll be working with over the duration of the chronicle<br />
by taking the totem-design process into their own hands.<br />
<strong>The</strong> process of choosing — or, very rarely, being<br />
chosen by — a totem should be more than a mathematical<br />
discussion. That said, the game mechanics aspects of<br />
the totem are important, too, and should be given their<br />
consideration. A totem that can boost a pack’s efficiency<br />
in an area where the characters would otherwise be weak<br />
is a powerful asset.<br />
Of course, it’s also possible to skip the math and use the<br />
first story to allow the players to roleplay finding their pack’s<br />
totem, which has advantages and disadvantages. <strong>The</strong> Storyteller<br />
runs the risk of setting a mood counter to the paranoid<br />
and horrific ambiance that best serves <strong>Werewolf</strong>: <strong>The</strong><br />
<strong>Forsaken</strong>. After all, the Shadow Realm isn’t benevolent, and<br />
a story that<br />
ends<br />
with the pack becoming bonded in camaraderie might set<br />
the wrong tone for the chronicle. On the other hand, if the<br />
Storyteller presents the spirit wilds as a foreboding place, but<br />
one into which the characters must venture in order to find<br />
their spirit guide, the tone set can be entirely appropriate.<br />
<strong>The</strong> characters venture into the dark, looking for a mighty<br />
predator, not realizing that as they do, something is hunting<br />
them in turn. Perhaps their intended totem would just as<br />
soon kill them as guide them. This sort of story can give your<br />
players a wonderful chance to discover what the pack is really<br />
all about, what their strengths and weaknesses are and what<br />
spirit best represents the characters. Players tend to take the<br />
totem for granted much less if they’ve had to work for it. If<br />
you feel like giving them an extra bonus, allow the players to<br />
not only spend any Merit points they’ve assigned to Totem<br />
during character creation on the totem, but any experience<br />
points they gain during that story as well. Yes, this makes for<br />
a more powerful spirit, but they’ve earned it!<br />
BUILDING A TOTEM<br />
This section discusses the mechanical aspects of building<br />
a totem: how many points various benefits cost, how to go<br />
about building a ban, how to improve the pack’s totem with<br />
experience points and so on. While this section is presented<br />
in game-mechanics terms, never forget the mystical and spiritual<br />
experience that bonding with a totem represents. We’ve<br />
included suggestions and reminders on how to translate the<br />
numbers into the game more effectively.<br />
Players can spend points on enhancing<br />
the totem in two ways. First, they can<br />
buy traits for the totem, making the<br />
spirit itself more powerful. If a pack<br />
serves a totem that grants the<br />
werewolves few direct powers,<br />
but is itself<br />
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