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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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