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Werewolf: The Forsaken - Blank It

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60<br />

Chapter II: Character<br />

THE WORLD BEGAN WITHOUT MAN, AND IT WILL END WITHOUT HIM.<br />

This chapter details the rules that govern building<br />

your character, the first step in taking part in the game.<br />

<strong>It</strong> includes information on the five lunar auspices, moonsigns<br />

that influence a werewolf’s behavior, as well as the<br />

five tribes (and one tribeless faction) of the <strong>Forsaken</strong>.<br />

Finally, this chapter details Gifts, the supernatural powers<br />

werewolves derive from the spirit world, and rites, their<br />

system of ritual magic.<br />

CHARACTER CREATION<br />

<strong>The</strong> act of character creation has two main parts<br />

— creating the narrative gist of a persona and defining<br />

his capabilities in a rules sense — both of which fuel one<br />

another. You might find that a character concept leads you<br />

to select some interesting traits that you hadn’t previously<br />

considered, making your character more fleshed out as an<br />

individual. A number of dots in a trait may lead you to<br />

consider something about his personality, thus developing<br />

the narrative side of your character.<br />

Don’t be too concerned about creating a character<br />

who can “win” in various situations, be it combat, social<br />

situations or stealth — that isn’t the object of the game.<br />

Your character is a werewolf, so he’s fully capable of taking<br />

care of himself. If you worry that he doesn’t seem like a<br />

brawler, don’t worry about rationalizing a way to add dots<br />

of Brawl to your character sheet. <strong>The</strong>re’s plenty of time in<br />

the chronicle for him to learn self-defense, and it could<br />

turn out to be more fun to roleplay the experience.<br />

Ideally, you should work with both your Storyteller and<br />

your fellow players during character creation to make sure<br />

your creation gets along reasonably well with the others<br />

and that everyone has plenty to do in the chronicle. One<br />

of <strong>Werewolf</strong>’s strengths is the sheer rush of enjoyment<br />

that comes from playing a pack rather than a collection of<br />

individuals. When you know that you can count on your<br />

friends to pull together when a threat arises, and to share<br />

entertaining roleplaying, you enjoy the game all the more.<br />

CHARACTER-CREATION PROCESS<br />

Use the rules from the World of Darkness<br />

Rulebook, and add the following template to<br />

werewolf characters during Step Five.<br />

Choose an auspice (see p. 61).<br />

Choose a tribe (see p. 62).<br />

For beginning Gifts, choose one Gift from<br />

your auspice-affinity lists, one Gift from one of<br />

your tribal-affinity lists, and one “free pick” Gift<br />

from the list of your choice. Players of Ghost<br />

—CLAUDE LEVI-STRAUSS, TRISTES TROPIQUES<br />

Wolves pick one auspice-affiliated Gift, one from<br />

the common lists available to all werewolves (Father<br />

Wolf or Mother Luna’s Gifts), and one from<br />

a list of their choice. You may use the “free pick”<br />

to take a dot in the Rituals trait, which is purchased<br />

in the same manner as Gifts (see p. 102).<br />

Werewolves can choose additional Merits<br />

from a special list (see p. 79).<br />

Morality is now called Harmony (see p. 65).<br />

If you want to create a wolf-blooded<br />

character rather than a full-blooded werewolf,<br />

you may do so with the Storyteller’s approval. <strong>The</strong><br />

process is the same as for creating an ordinary<br />

human as a character; use the character-creation<br />

rules from the World of Darkness Rulebook,<br />

and purchase the Wolf-Blooded Merit (see p.<br />

79), which costs four of your character’s seven<br />

dots to spend on Merits. Werewolves who have<br />

undergone the First Change cannot have this trait,<br />

as they are no longer wolf-blooded humans.<br />

STEP ONE: CHARACTER CONCEPT<br />

At the heart of every character is the concept — a<br />

quick summation of what your character is like. While some<br />

concepts can take more than a paragraph to describe, it’s<br />

usually best to start simple. A concept can be a two-word<br />

phrase (“maverick cop,” “reclusive scholar”), or something<br />

more elaborate (“a wild, over-privileged rich kid desperate<br />

for some sort of greater truth in his life, but too caught up<br />

in his own neuroses to find it alone”). Concept serves as<br />

the foundation on which you build a character. <strong>The</strong> only<br />

potential limitation is age. <strong>The</strong> First Change never happens<br />

before the start of puberty or after the age of about 60.<br />

Auspice and tribe choices can be part of your concept,<br />

though they shouldn’t be the core of your concept.<br />

<strong>The</strong>y affect a character’s personality, but they don’t define<br />

it. Information on auspice and tribe is provided in Step<br />

Five. Players creating prelude characters should leave the<br />

choice of auspice and tribe to be determined through play.<br />

STEP TWO: SELECT AT TRIBUTES<br />

With concept decided, the next step is to flesh out your<br />

character mechanically, representing her concept within the<br />

rules of the game. <strong>The</strong> first and simplest thing is to prioritize<br />

her Attributes, her raw ability and potential. How strong,<br />

tough, smart or likeable she is. Characters have nine Attributes,<br />

divided into three categories: Mental (Intelligence,<br />

Wits, Resolve), Physical (Strength, Dexterity, Stamina), and<br />

Social (Presence, Manipulation, Composure).

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