Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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246<br />
Chapter IV: Storytelling and Antagonists<br />
spirits in her home city. Most werewolf packs would have little<br />
chance of overcoming her in direct combat without discovering<br />
her ban and preying upon that weakness. For all that power, she<br />
prefers not to confront Uratha openly. <strong>It</strong>’s more in her nature to strike<br />
indirectly at them through loved ones, preferably their own children.<br />
She’ll do whatever it takes to maintain her power base, and<br />
she is paranoid about the thought of her ban being<br />
discovered.<br />
Rank: 4<br />
Attributes: Power 11, Finesse 12, Resistance 11<br />
Willpower: 22<br />
Essence: 25 (25 max)<br />
Initiative: 23<br />
Defense: 12<br />
Speed: 33<br />
Size: 5<br />
Corpus: 16<br />
Influences: Fear •••, Violence •<br />
Numina: Blast (broken glass), Chorus, Discorporation,<br />
Fetter, Gauntlet Breach, Harrow, Materialize,<br />
Material Vision, Reaching<br />
Ban: Undiscovered<br />
EXPERIENCE<br />
What doesn’t kill you makes you stronger. This is<br />
the law by which werewolves live. Though a cub fresh<br />
from the First Change has much to learn, he will learn if<br />
he survives, becoming stronger, more capable and more fully<br />
versed in his supernatural abilities. <strong>Werewolf</strong> characters represent<br />
this growth with an experience system similar to the one<br />
presented in the World of Darkness Rulebook, pp. 216–217.<br />
<strong>It</strong> doesn’t take experience points to learn information<br />
a character grasps during the game. If a character<br />
sees firsthand that a Bale Hound seems to be a member<br />
of one of the <strong>Forsaken</strong> or Pure Tribes in most<br />
respects, the player needn’t spend experience to<br />
reflect that new tidbit of insight. <strong>It</strong>’s the quantifiable<br />
shifts in a character’s traits that must be<br />
purchased with experience points. <strong>The</strong> Storyteller<br />
awards a character experience points for participating<br />
in stories, and the player spends those points to improve<br />
existing traits or to buy new ones, reflecting the character’s<br />
gradual growth into a hardened veteran.<br />
AWARDING EXPERIENCE POINT S<br />
<strong>The</strong> Storyteller gives out experience points at the end of each<br />
chapter (game session). If a particular chapter takes more than<br />
one session to play, the experience points come at the end of<br />
that unit of the story. If a particular story is just one chapter<br />
long, that’s it. <strong>The</strong> Storyteller may award more experience<br />
points at the end of a long story or story arc that takes many<br />
sessions to complete.<br />
<strong>The</strong> guidelines for awarding experience<br />
points are in the World of Darkness Rulebook.<br />
Storytellers can choose to award fewer or more<br />
points than suggested, although it should always