Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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