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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 />

217

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