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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

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