Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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64<br />
Chapter II: Character<br />
Ghost Wolves, who have no tribe, begin play with<br />
one Gift chosen from the lists associated with auspice, one<br />
chosen from one of the “open” lists that are affiliated with<br />
all werewolves (Father Wolf or Mother Luna’s Gifts) and<br />
one chosen from any list of the player’s choice.<br />
<strong>It</strong> is possible to take one-dot and two-dot Gifts in a<br />
single list at character creation. <strong>The</strong> list in question must<br />
be affiliated with both your character’s tribe and auspice,<br />
such as the Insight list for Bone Shadows and Elodoth.<br />
In this case, your character has the one-dot Insight Gift<br />
from, say, tribe, and then gets the two-dot Insight Gift<br />
from auspice. You could also get a two-dot Gift in a list if,<br />
for your character’s third selection you choose a list that is<br />
affiliated with his tribe or auspice and from which you already<br />
have the one-dot power. For example, if you choose<br />
the one-dot Stealth Gift as your Irraka’s auspice-affiliated<br />
power, you could use your third, free choice to acquire the<br />
two-dot Stealth Gift.<br />
Be aware, however, that other criteria must be met<br />
for your starting character to have a two-dot (or higher)<br />
Gift. One of your character’s primary Renown traits<br />
(explained on p. 76) must equal the highest level of Gift<br />
chosen. <strong>The</strong>refore, a Blood Talon Rahu could have both<br />
the one-dot and two-dot Gifts in the Dominance list, but<br />
his Purity (the primary Renown for Rahu) or his Glory<br />
(the primary Renown for Blood Talons) must be 2. Or the<br />
aforementioned Elodoth Bone Shadow would need two<br />
dots in either Honor (the primary Renown of his auspice)<br />
or Wisdom (the primary Renown of his tribe) for him to<br />
have the one-dot and two-dot Gifts in the Insight list.<br />
<strong>It</strong> is even possible to take one-dot, two-dot and three-dot<br />
Gifts in a single list at character creation, but only under very<br />
specific circumstances. Your character’s primary Renown for<br />
auspice and tribe must be the same, such as Glory for both<br />
Cahalith and Blood Talons. You must then assign your third,<br />
free Renown dot to Glory as well, raising it to 3. <strong>The</strong>n, your<br />
character’s auspice- and tribe-affiliated Gift lists must have<br />
one list in common, such as Inspiration for Cahalith and<br />
Blood Talons. Finally, you must dedicate all three of your<br />
character’s Gift options to that list alone. You would then<br />
have the first three Gifts of the Inspiration list, but no others<br />
at character creation. While going this route certainly makes<br />
your character adept in a specific area of expertise, he is extremely<br />
focused and could be vulnerable or incapable under<br />
any circumstance that is not his forte.<br />
For your third, “free” pick of Gift, your character cannot<br />
acquire a power from a moon-phase auspice list other<br />
than his own. If he’s an <strong>It</strong>haeur (for which the Crescent<br />
Moon list has affinity), he cannot have the one-dot New<br />
Moon Gift. New Moon has affinity with the Irraka auspice.<br />
Nor can your character ever acquire any Gift from a<br />
moon-phase auspice list other than his own.<br />
<strong>The</strong> moon-phase Gift lists that are each exclusive to<br />
their own auspices are the following: Full Moon (Rahu),<br />
Gibbous Moon (Cahalith), Half Moon (Elodoth), Crescent<br />
Moon (<strong>It</strong>haeur) and New Moon (Irraka).<br />
Rituals<br />
An alternative to choosing a Gift at character creation<br />
is the Rituals trait. <strong>The</strong> “free” pick with which you can<br />
normally choose a Gift from any list is traded for a single<br />
dot in Rituals. (No more than one dot can be acquired at<br />
character creation.) That dot grants your character access<br />
to the rites that Uratha culture knows and teaches its members.<br />
Presumably your character’s early days after the First<br />
Change are spent near or with a ritemaster, or he spends<br />
time learning how to strike pacts with spirits through rote<br />
performances and services. <strong>The</strong> Storyteller could also decide<br />
that your character acquires awareness of such rites in<br />
the downtime of the first weeks of your chronicle.<br />
One dot in Rituals grants your character a single one-dot<br />
rite, as chosen from those offered on pp. 147 - 165. More onedot<br />
rites can be learned during play through the expenditure<br />
of experience points (see p. 66.) Your character can know as<br />
many rites as you like, provided you have the required experience<br />
to spend. He cannot, however, know rites with a dot<br />
rating that exceeds his Rituals rating. So, with Rituals •, he<br />
cannot know any two-dot through five-dot rites.<br />
More dots in Rituals can be acquired through play<br />
with experience as if the Rituals trait was a Gift list with<br />
which your character has affinity. <strong>The</strong>refore, new dots<br />
can be acquired at a cost of new dots times five (see p.<br />
66). If your character does not acquire the Rituals trait at<br />
character creation, it can be purchased during the course<br />
of the chronicle. Rituals is considered an “affinity” for<br />
all werewolves, so new dots times five is always spent to<br />
increase it with experience points.<br />
With more dots in the Rituals trait, your character can<br />
learn rites of increasing power. Remember, however, that<br />
he can have only one dot of Rituals at character creation.<br />
(Furthermore, only your free pick of Gift can be traded for<br />
Rituals. A tribe-, auspice- or general-affiliation pick — the<br />
last for the tribeless Ghost Wolves — cannot be traded.)<br />
Each time your character acquires a new dot in Rituals,<br />
he gains a new rite of the same value. So, acquiring<br />
Rituals ••• grants him a free three-dot rite.<br />
STEP SIX: SELECT MERIT S<br />
A beginning character has seven dots worth of Merits,<br />
which may be distributed at your discretion. <strong>The</strong>se traits<br />
should fit your character concept. For example, an Iron<br />
Master Elodoth who was a reclusive movie geek before his<br />
First Change shouldn’t have any dots in Fighting Style. <strong>The</strong><br />
Storyteller may encourage or disallow certain Merits, or<br />
even provide a dot for free (such as a free dot in Totem to<br />
represent a pack with a particularly strong totem). <strong>The</strong> fifth<br />
dot in any Merit costs two dots to purchase.<br />
See p. 79 for additional Merits available only to<br />
werewolves.<br />
RITES<br />
If you have purchased a dot in the Rituals trait, you<br />
may purchase additional one-dot rites during character