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Werewolf: The Forsaken - Blank It

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194<br />

Chapter III: Special Rules and Systems<br />

Four of those points go to purchasing the Stealth<br />

Skill as a pack trait. One packmate per turn can call upon<br />

Panther’s ability to slink through the shadows, adding<br />

two dots of Stealth to the Uratha’s rating. <strong>The</strong> last Totem<br />

point, after some deliberation, goes to purchasing an<br />

Athletics Specialty in Climbing. Panther feels that his<br />

children should be able to scale surfaces and lurk in ambush<br />

high above their prey, just as he does. <strong>The</strong>refore, any<br />

character with an Athletics rating may use this Specialty.<br />

Finally, the players need to decide on a ban for their<br />

totem. <strong>The</strong>y feel that Panther wants tribute but is more<br />

concerned with making sure that the pack is exhibiting<br />

the creativity and resourcefulness that overcame him in<br />

the first place than he is with limiting them in any way.<br />

(“Of course, you would say that,” the Storyteller mutters.)<br />

<strong>The</strong>y decide that Panther demands an ongoing commitment<br />

to patrolling the spirit wilds and making sure that<br />

they pose no immediate danger to the physical world. <strong>The</strong><br />

Storyteller asks for a more specific ban that isn’t so close to<br />

what the pack would be doing anyway. <strong>The</strong> players decide<br />

that Panther demands that each pack member spends<br />

three waking hours every day in the Shadow Realm, usually<br />

the spirit wilds. If any pack member violates that ban,<br />

the entire pack loses Panther’s gifts until the errant pack<br />

member spends an entire day in the Shadow, rooting out<br />

any hidden dangers in the pack’s territory. <strong>The</strong> Storyteller<br />

notes that given the state of the spirit wilds and spirit animosity<br />

toward the Uratha, this is a rather dangerous ban,<br />

but he feels that it fits the totem and pack nicely. After all<br />

is said and done, the pack’s totem is expressed thus:<br />

TOTEM:<br />

PANTHER-WHO-SLINKS-IN-<br />

SHADOWED-PATHS<br />

Attributes: Power 3; Finesse 4; Resistance 3<br />

Willpower: 6<br />

Essence: 15<br />

Initiative: 8<br />

Defense: 4<br />

Speed: 11<br />

Size: 4<br />

Corpus: 7<br />

Influences: Shadows ••<br />

Numina: Material Vision, Wilds Sense<br />

Bonuses: 9 Essence pool/story; Stealth 2<br />

(pack); Athletics Specialty — Climbing (given).<br />

Ban: Each pack member must spend three<br />

waking hours each day in the Hisil. <strong>The</strong>se hours<br />

need not be consecutive but must occur from<br />

sunrise to sunrise. If any pack member fails to<br />

observe this ban, all bonuses are rescinded until<br />

the offender spends 24 consecutive hours in the<br />

Shadow Realm.<br />

RENOWN<br />

Werewolves are a fractious race. A werewolf from a<br />

different pack or tribe is a rival first and an ally later, if<br />

ever. <strong>The</strong>refore, it’s necessary for the People to have some<br />

way of measuring each others’ accomplishments and status.<br />

This need is mirrored by the demands of a werewolf’s<br />

spirit nature, the need to have a clear place when standing<br />

among the spirits that are loosely related to his kin. From<br />

these requirements came the system of Renown, allowing<br />

other werewolves and even spirits to gauge the deference<br />

they should grant a visitor or intruder.<br />

While all werewolves and all spirits recognize and<br />

understand Renown, they respond to it in different ways,<br />

depending on the circumstances. To a Predator King, a<br />

highly renowned Blood Talon is a dangerous enemy to be<br />

slain quickly, not a revered warrior to be honored. Also,<br />

the Tribes of the Moon measure their Renown according<br />

to the auspices that Luna grants, whereas the Pure Tribes<br />

measure Renown by direct service to their totems and<br />

goals. <strong>The</strong> Bale Hounds likely have their own method of<br />

Renown, but the particulars are unknown to those outside<br />

the cult. As players of <strong>Werewolf</strong>: <strong>The</strong> <strong>Forsaken</strong> assume<br />

the roles of members of the five tribes allied with Luna,<br />

this section discusses Renown as it applies to the <strong>Forsaken</strong>.<br />

Renown for the Tribes of the Moon is measured and<br />

acknowledged by Lunes. Venerable werewolves (those<br />

with high Renown) are accorded more respect, can control<br />

greater hunting territory and may pass through the<br />

domains of allied werewolves and expect deference and<br />

hospitality as they do so. Renown is hard-won. A werewolf<br />

seeking to rise in status must seek out methods of increasing<br />

that status in ways that the lunar choirs recognize.<br />

CODES OF RENOWN<br />

Each of the choirs of lunar spirits looks for a different<br />

type of behavior when judging Renown. For the most part,<br />

these behaviors are the sorts they expect from werewolves<br />

of appropriate auspice, but all <strong>Forsaken</strong> are expected to<br />

exhibit all types of Renown to some degree. <strong>The</strong> following<br />

sections describe what each type of Renown means, what<br />

types of feats are required for the spirits to take notice and<br />

what decorum is expected.<br />

CUNNING<br />

Luna hides, but feels no shame. Sometimes she chooses to<br />

watch without light, to listen to, touch and feel what happens<br />

in the world without alerting her children to her presence. She<br />

looks to us to obscure her, to cover her actions and mask her<br />

words. Anyone could be Luna on the new moon.<br />

<strong>The</strong> Irralunim look for the cunning. <strong>The</strong>se spirits,<br />

embodiments of the absence of light rather than of<br />

darkness, know that not every problem can be solved by<br />

judicious application of fang and claw. But at the same<br />

time, not every problem has a wise answer. Some solutions<br />

lie in breaking with tradition, with doing what must be

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