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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.

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