Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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