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Werewolf: The Forsaken - Blank It

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192<br />

Chapter III: Special Rules and Systems<br />

that week. (If they haven’t defeated an enemy, the werewolves<br />

must burn some other symbolic representation of their victories.)<br />

<strong>The</strong> pack must continually work toward the protection<br />

of the rivers, stopping humans from polluting them. All pack<br />

members are required to consume only meat, never ingesting<br />

any vegetable matter (unless they eat the stomachs of their<br />

prey, of course).<br />

• Severity Four (16–20 Totem points): At this level<br />

of power, the totem requires daily veneration. This veneration<br />

might not be elaborate, but it’s essential to maintaining<br />

a good relationship with the totem. <strong>The</strong> totem might<br />

instead ask for impeccable devotion to a cause or ideal, or<br />

it might set a highly restrictive taboo for the werewolves<br />

to follow (and punish them harshly if they break it). This<br />

requirement or taboo might be easily turned against the<br />

pack, but the pack must strive to maintain it nonetheless.<br />

Bans at this level of severity should be felt during almost<br />

every game session. <strong>The</strong> characters should think of their<br />

totem as a spiritual parent on par with (or even surpassing)<br />

their tribal totems.<br />

Examples: <strong>The</strong> pack must pray to the totem five times a<br />

day, taking no less than two full minutes during each session.<br />

No member of the pack may fall below Harmony 8. <strong>The</strong> pack<br />

members must eat everything served to them.<br />

• Severity Five (21–25 Totem points): With mighty<br />

gifts come great costs. At this level, the pack is utterly<br />

devoted to the totem and what it represents. If a werewolf<br />

serves in this capacity a totem that isn’t allied with his<br />

tribal totem, he might receive visits from messengers of<br />

his tribal totem, asking for shows of faith to that spirit as<br />

well as his pack totem. At this level, however, totems have<br />

invested so much energy in a pack that the pack itself<br />

can be a threat to nearly any spirit… and the spirits have<br />

seen the Uratha as threats for a long time. Bans for packs<br />

at this plateau of power might seem harsh, but they’re in<br />

place for what their totems see as a very good reason.<br />

<strong>The</strong> pack totem might ask nearly anything of the<br />

pack, regardless of what kind of danger it puts them in<br />

(though no totem leads its pack into certain death; that’s<br />

counterproductive). <strong>The</strong> totem might ask that the pack<br />

members aspire to be perfect paragons of Harmony, at all<br />

times, with no room for exception. (In game terms, any<br />

sin rated at 6 or lower severs the connection to the totem<br />

until reparations can be made.) <strong>The</strong> totem might ask the<br />

pack members to deny an essential part of who they are as<br />

humans, wolves or werewolves. Some totems might actually<br />

require that their characters break the Oath as part<br />

of their ban (not all spirits are allied to Luna or care for<br />

the Oath of the Moon, after all). Spirits who do this aren’t<br />

common choices for patronage, though.<br />

Examples: <strong>The</strong> pack must feast on their slain foes’<br />

hearts. No member of the pack may fall below Harmony 9.<br />

<strong>The</strong> pack must accept every challenge and never back down<br />

from a fight.<br />

BAN EFFECT S ON TOTEM COST S<br />

Taking a more serious ban than necessary can reduce<br />

the point cost of the totem somewhat, but this isn’t recommended.<br />

<strong>The</strong> Totem points that the players spend are

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