Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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potentially fill in the gaps with characters of your own design.<br />
If you do have enough players but none of them wants<br />
to play a certain auspice, there’s nothing inherently wrong<br />
with that, as long as the characters under your control play<br />
a clearly secondary role and let the players’ characters hold<br />
center stage. Just take their character preference as a sign of<br />
the kind of game they want to play and tailor your narrative<br />
to fit them. Spend the first arc of your chronicle designing<br />
challenges that call on their characters’ strengths and to<br />
which they are ideally suited, glossing over those aspects<br />
that the non-represented auspice(s) would take on. Once<br />
the characters have grown more experienced and those<br />
regular challenges start to get easier, you can always throw<br />
them a curve by designing a threat that falls outside their<br />
accepted auspice roles. Also remember that the specific<br />
auspice abilities such as spirit envoy and warrior’s eye aren’t<br />
just advantages, they’re roleplaying hooks. Each one should<br />
provide particular ideas for involving a character more<br />
deeply in a story.<br />
RAHU<br />
<strong>The</strong>re are several ways to give a Rahu’s player the<br />
chance to broaden her character’s role beyond being the<br />
one who sheds the most blood (both hers and others’). <strong>The</strong><br />
first is to consider that the Rahu’s job is to plan combat<br />
strategy as much as it is to lead the fight. That’s her area of<br />
expertise. Werewolves aren’t just opportunists like wolves<br />
are — they have the ability to plan strategically, just like a<br />
human general does. That’s the Rahu’s role. Equally, they’re<br />
responsible for the combat skills of the whole pack and<br />
should be encouraged to help train the other pack members.<br />
You can bring a Rahu’s special skills into the chronicle<br />
by:<br />
• engineering fights that require planning for the<br />
pack to stand any chance of winning<br />
• controlling the amount of combat in the game so<br />
the Rahu excels in his field rather than dominates the<br />
chronicle<br />
• pitting an overconfident or undisciplined pack<br />
against opponents who are just out of their league, so as to<br />
encourage them to train and improve under the Rahu<br />
<strong>The</strong> warrior’s eye ability allows a Rahu to play to her<br />
strength outside of combat. Being able to assess a potential<br />
foe’s relative strength allows the Rahu to gather information<br />
that can prove tactically useful. <strong>It</strong> also gives the<br />
Rahu a point of common empathy with other Full Moons,<br />
allowing them to relate to one another without having to<br />
first test one another’s boasts. <strong>The</strong>re are few werewolves as<br />
honest with one another as Rahu. Being able to read one<br />
another’s strength tends to strip away some of the bullshit<br />
that other warrior fraternities can accumulate.<br />
CAHALITH<br />
<strong>The</strong> pack Cahalith is the repository of both werewolf<br />
lore and stories of the local area. He’s also the pack’s<br />
prophet and seer. You can give the player of such a character<br />
specially written legends of the territory or of the<br />
People, stories that have a bearing on current events in the<br />
chronicle (or on plots you envision including in future sessions).<br />
You can also afflict and tantalize him with prophetic<br />
dreams of stories you have yet to tell. <strong>The</strong> Cahalith is also<br />
more adept at using howls for communication than anyone<br />
else is. If the packmates are separated for any reason, and it<br />
does happen, the Cahalith is the one with the best chance<br />
to put them back in communication with one another. He<br />
might not howl alone, but he certainly howls first.<br />
You can bring a Cahalith’s special skills into the<br />
chronicle by:<br />
• granting the Cahalith dreams or nightmares that<br />
hint at the true nature of the challenge the pack faces or<br />
at upcoming plots<br />
• rooting an antagonist’s origins in the history of<br />
the pack’s territory, one that requires knowledge of both<br />
werewolf legends and human history to uncover<br />
• giving the Cahalith’s half of a split pack information<br />
that the other packmates desperately need to know<br />
A Cahalith’s prophetic dreams might seem like a<br />
challenge, but look on them as a singular opportunity.<br />
Think of them not as the player trying to “cheat” by<br />
learning your plot twists ahead of time, but rather as a<br />
chance to plant exciting bits of foreshadowing or tease<br />
the players with new clues. A prophetic dream can also<br />
be a wonderful opportunity to frighten your players with<br />
horrific visions of something they don’t want to come true.<br />
Be careful not to overuse this last option, though. <strong>The</strong><br />
last thing you want is for your Cahalith player to become<br />
desensitized or unwilling to use his auspice ability.<br />
ELODOTH<br />
An Elodoth’s place between light and dark gives her<br />
a number of potential roles in a pack. Externally, she plays<br />
the part of diplomat (as much as is possible for a beast in<br />
human skin), in particular with rival werewolf packs and<br />
with such spirits as can be negotiated with. Internally, she<br />
is the one who has the greatest duty to make certain that<br />
all pack members are receiving their fair due — their fair<br />
share of the spoils, their fair allotment of Essence, their<br />
fair chance to serve the pack as suits their specialty. She<br />
may also have to serve as the one who passes sentence<br />
on a packmate who violates the Oath or otherwise does<br />
something to the detriment of the pack, balancing justice<br />
with necessity. She may also be able to best sense if a pack<br />
is “falling out of balance” by ignoring part of their nature<br />
— living too long in human form, or avoiding the duty<br />
to walk in Shadow. When the pack spends too long on<br />
one aspect of its life, you can suggest to the player of an<br />
Elodoth that her character feels an urge to spend more<br />
time in wolf form, visit the Shadow or otherwise address<br />
whatever aspect of <strong>Forsaken</strong> life has been missing.<br />
You can bring an Elodoth’s special skills into the<br />
chronicle by:<br />
• setting up a mystery that can be solved only by<br />
negotiating with the spirits for information<br />
Pack<br />
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