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Werewolf: The Forsaken - Blank It

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• Gift (story): 3 Totem points per dot.<br />

Example: Once per story, the pack chosen by Thunderbird<br />

may invoke the four-dot Weather Gift: Thunderbolt. This<br />

costs 12 Totem points.<br />

Note that a totem cannot grant its pack Gifts they<br />

could not ordinarily use. Thus, a totem could teach all its<br />

children the five-dot Stealth Gift: Vanish, but only those<br />

with Renown 5 in a category could actually learn the Gift.<br />

• Essence: 1 Totem point per two points of Essence.<br />

Essence purchased in this manner counts as a pool that<br />

any pack member may draw from over the course of the<br />

story.<br />

Example: Even mighty Bull can charge only so long<br />

before he’s spent. <strong>The</strong> pack has six points of Essence that they<br />

can call upon at any time during the story; this costs the players<br />

three Totem points.<br />

• Skills (given): 5 Totem points per dot.<br />

Example: Owl grants his children two dots in Occult.<br />

This costs the pack 10 Totem points, but the characters each<br />

add two dots in Occult to whatever ratings they might already<br />

have had as Owl’s knowledge enhances their own.<br />

• Skills (pack): 3 Totem points per dot.<br />

Example: Griffin grants his children three dots in Brawl<br />

(which costs nine Totem points), but these dots can be used by<br />

only one packmate at a time. <strong>The</strong>y add onto whatever rating<br />

in Brawl the werewolf using them has, subject to his normal<br />

maximum, but the ability fades as soon as the werewolf allows<br />

another werewolf to use the bonus.<br />

• Skills (story): 2 Totem points per dot; these dots<br />

last for one scene.<br />

Example: <strong>The</strong> pack takes a famous Cahalith bard,<br />

the ancestor of their pack’s Cahalith, as their totem. <strong>The</strong><br />

ancestor-spirit isn’t powerful enough to grant them full use of<br />

his oratory skills, but they can draw on his prowess as they<br />

choose. In game terms, the players spend 10 Totem points on<br />

Expression as a story trait, meaning the werewolves have five<br />

dots of Expression that they can use as they see fit over the<br />

course of a story.<br />

• Specialties: 2 Totem points per Specialty.<br />

Example: Bear is a healer, but she knows little about<br />

contemporary medicine. She grants her pack the Skill Specialty:<br />

Herbal Remedies. Any character who has a Medicine<br />

rating can make use of it.<br />

• Willpower (story): 2 Totem points per point. As<br />

with Essence, buying Willpower as a story trait grants<br />

a pool from which the characters can spend Willpower<br />

points.<br />

Example: Turtle grants his children patience and stoicism.<br />

<strong>The</strong>y may draw from a pool of five Willpower points<br />

per story (which costs the players 10 Totem points).<br />

BANS<br />

<strong>It</strong>’s not entirely accurate to say that the more powerful<br />

a totem is, the more restrictive its ban is. Some spirits<br />

are extremely powerful and place surprisingly gentle<br />

restrictions at all on their charges; others are relatively<br />

minor spirits but demand great sacrifices of their packs. <strong>It</strong>’s<br />

closer to the truth to say that the more power the totem<br />

grants the pack, the more severe the ban. A minor spirit<br />

who grants a pack great power is draining itself of much<br />

of its energy to maintain the pack. A powerful spirit asks<br />

for chiminage commensurate to the gifts it’s seen fit to<br />

bestow.<br />

While similar spirits might ask for similar bans, the<br />

severity can vary widely. For instance, both Rat and Raccoon<br />

might ask for the pack to leave them offerings of<br />

food. Rat, however, asks that the pack steal food from a<br />

human pantry or kitchen, as she’s nourished by the act of<br />

theft as much as by the food itself. Raccoon, meanwhile,<br />

isn’t so particular; as long as there’s plenty of food, he’s<br />

content that his ban has been honored.<br />

Choosing a restrictive ban can lower the point cost<br />

of a totem, but only if the severity of the ban considerably<br />

outstrips the power the totem grants its followers. <strong>The</strong><br />

following guidelines for totem bans are rated from one to<br />

five, and are associated with a range of total Totem points<br />

paid for bonuses.<br />

• Severity One (1–5 Totem points): <strong>The</strong> pack must<br />

perform an occasional service (once monthly) for the<br />

totem. This service is easy to fulfill and doesn’t cost the<br />

characters anything other than time. Alternatively, the<br />

characters have an easy-to-avoid taboo that is active at all<br />

times, or a standard of behavior that they must adhere to<br />

(but an intuitive and natural one for werewolves).<br />

Examples: Throw apple cores into the woods on every<br />

new moon. Never kill elderly humans. Always nod respectfully<br />

to wolves or werewolves in Urhan form.<br />

• Severity Two (6–10 Totem points): <strong>The</strong> pack<br />

must adhere to a standard of behavior that conflicts<br />

slightly with the way it might otherwise behave. <strong>The</strong><br />

totem might require the werewolves to guard or protect a<br />

certain segment of the population or require them always<br />

(or never) to fight in a certain way. <strong>It</strong> might even ask them<br />

to perform a weekly service for it, which requires time and<br />

energy but little in the way of expense otherwise.<br />

Examples: Always enter Urshul at least once in combat.<br />

No member of the pack may have a Harmony score lower<br />

than 6. <strong>The</strong> pack must protect young females of any species.<br />

• Severity Three (11–15 Totem points): <strong>The</strong> totem<br />

might require a weekly service that costs the werewolves<br />

time, energy and resources (perhaps in the form of money<br />

— perhaps they must simply hunt or procure the materials<br />

necessary). Perhaps the totem asks that they constantly<br />

work toward a given goal or abstain from a certain behavior<br />

that it finds odious (but that the pack wouldn’t normally<br />

have any objection to). <strong>The</strong> reverse can also be true.<br />

<strong>The</strong> totem might ask the pack to perform actions that<br />

would normally be repugnant (but it won’t ask it to take<br />

actions that would require rolls to avoid degeneration).<br />

Examples: <strong>The</strong> pack must hold a bonfire for the totem<br />

each week, burning a piece of an enemy it defeated during<br />

Totems<br />

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