Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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188<br />
Chapter III: Special Rules and Systems<br />
a powerful entity, the totem is often willing to materialize<br />
and fight beside its charges, heal them after a battle or aid<br />
them in other ways. Packs that offer frequent sacrifices, live<br />
by their totem’s ban at all times and adorn themselves with<br />
tattoos and ritual scars bear that totem’s likeness often wind<br />
up with powerful totem spirits.<br />
Alternatively, the players can spend their Totem<br />
points to buy traits that benefit the werewolves, rather<br />
than the totem spirit. Some totems grant their charges<br />
strength, speed, wisdom or even Gifts. Totems expect the<br />
pack to protect them if necessary, and the pack would<br />
do well to remember this. After all, if some other being<br />
destroys the totem spirit, the pack immediately loses all<br />
of the powers and benefits it granted them, even bonuses<br />
such as “permanent” additions to Attributes.<br />
Players pool their dots in the Totem Merit to build a<br />
pack totem.<br />
TOTEM CREATION<br />
• Step One: Concept<br />
Choose spirit type/name and concept.<br />
• Step Two: Attributes<br />
Distribute 9 dots between Power, Finesse<br />
and Resistance.<br />
• Step Three: Influences<br />
Assign two dots to Influences.<br />
• Step Four: Totem Points<br />
Spend Totem Merit points on the totem’s<br />
Power, Finesse and Resistance. Record the<br />
Numen: Material Vision and one other of the<br />
players’ choice. Spend Totem points on any other<br />
desired Numina.<br />
• Step Five: Assign Bonuses<br />
Purchase pack bonuses with any remaining<br />
Totem points. <strong>The</strong> Storyteller should make sure<br />
that any bonuses purchased are in keeping with<br />
the spirit in question.<br />
• Step Six: Assign Ban<br />
<strong>The</strong> players and the Storyteller should work<br />
together to come up with an appropriate ban,<br />
balanced to the level of power for the spirit.<br />
• Step Seven: Finishing Touches<br />
Record Willpower (Resistance x 2), Essence<br />
(15), Initiative (Finesse x 2), Speed (Power<br />
+ Finesse + Size modifier), Defense (equal<br />
to higher of Power or Finesse) and Corpus<br />
(Resistance + Size).<br />
STEP ONE: CONCEPT<br />
This is easily the most important step in the totembuilding<br />
process. <strong>The</strong> players must decide what basic type<br />
of spirit best suits their characters. Are they rowdy and<br />
warlike, intent on taking new territory for themselves? A<br />
tough, martial spirit such as Boar or Lion might work best<br />
for them. Does the pack largely comprise Bone Shadows,<br />
intent on exploring the spirit worlds for clues as to the<br />
history of the Uratha? A spirit associated with wisdom or<br />
knowledge, such as Owl, Raven or Coyote might be appropriate<br />
(though note that each of those spirits has different<br />
ideas as to what constitutes true wisdom). <strong>The</strong> totem spirit<br />
of a pack can even be an Uratha ancestor-spirit, though<br />
these spirits tend to favor packs of their own tribe, preferably<br />
those that include their own descendants.<br />
<strong>The</strong> powerful spirits who represent entire species don’t<br />
serve as pack totems. Each pack totem is a unique spirit.<br />
That is, Bear herself isn’t going to play patron to a pack of<br />
Uratha, but Golden-Mother-Bear, a spirit of the western<br />
rivers, might share her wisdom and healing magic with<br />
them. Two packs who revere the same type of spirit don’t<br />
necessarily have anything in common, while two packs<br />
who follow totems that seem antagonistic on the surface<br />
might actually share common goals. Hare and Fox might<br />
seem natural enemies, but if one pack follows Shrieking<br />
Hare, the spirit of wisdom through sacrifice, and the other<br />
follows Fox-Who-Watches, a spirit of wisdom mingled with<br />
cunning, the packs might find some common ground.<br />
Examples throughout this section usually refer to spirits<br />
in their general identities (i.e., “Thunderbird” rather than<br />
“Never-Touches-the-Ground” or “Killing Bright Wing”),<br />
but always remember that this customization of spirit is<br />
extremely important. A pack should never follow “Boar,”<br />
but rather “Dripping Tusks” or “Boar-with-Iron-Hooves.”<br />
<strong>It</strong>’s what makes each pack totem one of a kind.<br />
Although the players are the ones making the decisions<br />
while building the totem, they should keep their characters<br />
in mind, both collectively (as a pack) and individually.<br />
A player might be able to see the wisdom in having<br />
a boar totem, but her character might bear scars from an<br />
encounter she had with a boar-spirit and absolutely refuse<br />
to follow the totem, no matter what kind of power it might<br />
grant her and her pack. Likewise, there can be tension between<br />
certain totems. While packs of werewolves can follow<br />
Rat, for instance, Rat is not only a prey animal but related<br />
to the Plague King, spirit father to the Beshilu.<br />
Also, keep in mind that the characters might not<br />
have any say in what totem their pack follows. Sometimes,<br />
a pack ventures into the spirit wilds and searches out a<br />
specific spirit to act as its totem, but sometimes, a spirit<br />
appears and asks to give the pack its patronage. Which avenue<br />
is best for your chronicle is up to the Storyteller, but<br />
consider that a pack that searches for its totem is likely to<br />
learn a great deal about itself along the way. A pack that<br />
simply accepts whatever spirit appears from the depths of<br />
the Hisil is not only taking a risk regarding the benefits<br />
and powers it will receive from the spirit, but it knows<br />
nothing about its patron except what that patron chooses<br />
to reveal. While spirits are primal and often simple, that<br />
doesn’t preclude them from have ulterior motives and<br />
hidden agendas — or worse, acting on behalf of more