Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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190<br />
Chapter III: Special Rules and Systems<br />
leave the eyes of his prey intact for him to eat, as might<br />
Crow. <strong>The</strong> ban is usually commensurate with the amount<br />
of power the totem grants.<br />
Regardless of what the totem requires of the pack, the<br />
ban isn’t intended to nourish or give power to the totem<br />
— the pack’s actions and reverence do that much more<br />
efficiently. <strong>The</strong> ban is a reflection of the greater law of the<br />
spirit world that all spirits have their limitations, and that<br />
those who strike pacts with spirits should expect to also<br />
give something up in return. A raccoon-spirit isn’t just enamored<br />
of shiny objects. That fascination with shiny objects<br />
is part of being a raccoon-spirit. Many bans are simply<br />
in place to preserve and protect the pack’s totem spirit.<br />
Furthermore, spirits still look on the Uratha in a variety of<br />
ways ranging from nervous courtesy to outright disdain or<br />
even hatred. A ban is a sign that the werewolves are willing<br />
to show some deference to the spirits that otherwise<br />
might not trust them.<br />
NO LUNE TOTEMS?<br />
Lunes don’t act as totems for packs of <strong>Forsaken</strong>,<br />
which many young werewolves find rather<br />
surprising. <strong>The</strong> truth is obscure and more than a<br />
little sobering. Lore has it that once, some packs<br />
did take Lunes for totems, but over time, every<br />
single werewolf who belonged to a pack that did<br />
so went steadily mad, unable to control his Rage<br />
when the phase of the moon associated with his<br />
pack totem came around.<br />
Why do Lunes drive werewolves mad by<br />
acting as patrons? <strong>The</strong> Lunes themselves don’t<br />
seem to recognize the problem until it’s too<br />
late, and very few werewolves know about<br />
the maddening effect. Even today, some Lunes<br />
adopt packs as their own. Those packs go<br />
mad, sooner rather than later, but never lose<br />
their ability to change shape or step sideways.<br />
<strong>The</strong>y simply roam the Hisil and the Earth,<br />
stalking and killing whatever takes their fancy,<br />
caring nothing for the Oath or the demands of<br />
secrecy. Not all of Luna’s blessings should be<br />
accepted.<br />
Packs guard their totems’ bans very carefully. If a<br />
rival pack learns of its enemy’s ban, it can potentially<br />
manipulate said foes into breaking it, and totems are notoriously<br />
unforgiving about broken bans. Some bans are<br />
difficult to break. Werewolves following Weasel might be<br />
required to call upon their Rage by entering Gauru in every<br />
battle they fight, and even very resourceful foes can’t<br />
stop the characters from doing so. If, however, a totem<br />
requires its pack to stay out of the spirit world on certain<br />
days of the month, enemies of the pack could very easily<br />
kidnap one of their members’ loved ones and drag her<br />
into the Shadow, forcing the pack to either break the<br />
totem’s ban or remain faithful to their totem and let the<br />
girl die. Breaking a ban doesn’t necessarily constitute<br />
betrayal of the totem, if it’s done for laudable reasons.<br />
Breaking a totem’s ban deliberately most certainly does,<br />
and if a werewolf intentionally goes against her totem’s<br />
sacred taboo, being expelled from the pack is the lightest<br />
punishment she can expect.<br />
Page 191 lists some sample bans, corresponding to<br />
the number of Totem points spent on the pack’s spiritual<br />
patron. <strong>The</strong> Storyteller, of course, is encouraged to make<br />
any tweaks necessary to the ban to make sure the characters<br />
aren’t getting a free ride.<br />
STEP SEVEN: FINISHING TOUCHES<br />
Record all of the derived traits for the totem spirit.<br />
<strong>The</strong>se traits are defined in Appendix One. A totem begins<br />
with maximum Essence for its Rank (15).<br />
TOTEM BONUSES<br />
<strong>The</strong> costs in Totem points for various bonuses that<br />
pack totems can bestow upon their werewolf charges are<br />
listed here.<br />
TRAIT S<br />
<strong>The</strong> most common bonuses that totems grant come<br />
in the form of traits, increasing the werewolves’ already<br />
formidable potential. <strong>The</strong>se traits vary in cost by whether<br />
they’re given, story or pack traits. If no trait type is specified,<br />
the trait in question is a given trait. A bonus trait<br />
cannot take a werewolf above his normal maximum. A<br />
totem that grants two dots of Medicine, for instance, can<br />
boost a packmate’s Medicine from 4 to 5, but not to 6. All<br />
costs are per pack, not per character.<br />
• Attributes (given): 18 Totem points per dot.<br />
Example: Boar grants all of his children an additional<br />
dot of Strength. This costs 18 Totem points but is a permanent<br />
addition to each character in the pack for as long as Boar<br />
remains their totem.<br />
• Attributes (pack): 10 Totem points per dot.<br />
Example: Raccoon grants his pack a dot of Wits, but<br />
only one packmate can access it in a turn. This costs 10<br />
Totem points.<br />
• Attributes (story): 3 Totem points per dot. <strong>The</strong>se<br />
dots are active for one scene.<br />
Example: Cheetah grants her children a pool of three dots<br />
in Dexterity. <strong>The</strong>se can only be used once per story and can<br />
be used in any combination. <strong>The</strong>se dots in Dexterity cost the<br />
pack nine Totem points.<br />
• Gift (given): 10 Totem points per dot.<br />
Example: Chameleon teaches all his children the one-dot<br />
Stealth Gift: Blending. This costs 10 Totem points.<br />
• Gift (pack): 5 Totem points per dot.<br />
Example: Grizzly allows any one of his children to use<br />
the one-dot Gift: Crushing Blow at a time. This costs five<br />
Totem points.