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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

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