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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

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