Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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66<br />
Chapter II: Character<br />
WEREWOLF TEMPLATE QUICK REFERENCE<br />
This reference summarizes the changes that apply<br />
to werewolf characters. Use it in conjunction with the<br />
summary of character creation on p. 34 of the World of<br />
Darkness Rulebook.<br />
AUSPICE<br />
Choose an auspice under which your character<br />
experiences the First Change. <strong>The</strong>re are five auspices from<br />
which to select.<br />
Rahu (Full Moon): determined, aggressive, warlike<br />
Cahalith (Gibbous Moon): passionate, thoughtful, expressive<br />
Elodoth (Half Moon): discerning, observant, even-tempered<br />
<strong>It</strong>haeur (Crescent Moon): contemplative, foresightful, spiritual<br />
Irraka (New Moon): inquisitive, contrary, resourceful<br />
SPECIALT Y SKILLS<br />
A free Specialty is gained at character creation in<br />
one of three Skills based on your character’s auspice, in<br />
addition to the standard Specialties available. You must<br />
have at least one dot in one of these three Skills to gain<br />
an auspice Specialty. <strong>The</strong>re’s no award otherwise.<br />
Rahu: Brawl, Intimidation, Survival<br />
Cahalith: Crafts, Expression, Persuasion<br />
Elodoth: Empathy, Investigation, Politics<br />
<strong>It</strong>haeur: Animal Ken, Medicine, Occult<br />
Irraka: Larceny, Stealth, Subterfuge<br />
TRIBE<br />
Choose a tribe to which your character belongs.<br />
<strong>The</strong>re are five tribes from which to select. To forsake all<br />
tribes is to be a Ghost Wolf.<br />
Blood Talons: warriors, defenders, champions<br />
Bone Shadows: shaman, wise men and women, seers<br />
Hunters in Darkness: stalkers, assassins, guardians<br />
Iron Masters: innovators, progressives, improvisers<br />
Storm Lords: commanders, aristocracy, alphas<br />
Ghost Wolves: loners, outcasts, independents<br />
PRIMARY RENOWN<br />
<strong>The</strong> following Renown traits are primary to the<br />
listed auspices and tribes. Assign one dot to each primary<br />
Renown type for your character’s auspice and tribe, and a<br />
third dot to a Renown of your choice. Note that a Ghost<br />
Wolf receives Renown for auspice, but not for tribe.<br />
Cunning: Irraka and Iron Masters<br />
Glory: Cahalith and Blood Talons<br />
Honor: Elodoth and Storm Lords<br />
Purity: Rahu and Hunters in Darkness<br />
Wisdom: <strong>It</strong>haeur and Bone Shadows<br />
GIFT LIST S<br />
<strong>The</strong> following Gift lists are affiliated with the auspices<br />
and tribes. Choose one Gift from a list associated with your<br />
character’s auspice and tribe, and one from a list of your<br />
choice. <strong>The</strong> Father Wolf and Mother Luna lists are also affiliated<br />
with all werewolves. Ghost Wolves get one Gift from<br />
among their auspice-affiliated lists, one from the common lists<br />
and one from any list of the player’s choice. Your highest-dot<br />
Gift cannot exceed your character’s highest primary Renown.<br />
<strong>The</strong> only lists from which you cannot choose Gifts<br />
are those that are synonymous with auspices other than<br />
your own: Full Moon (Rahu), Gibbous Moon (Cahalith),<br />
Half Moon (Elodoth), Crescent Moon (<strong>It</strong>haeur) and New<br />
Moon (Irraka).<br />
Your character’s third Gift at character creation<br />
— your free pick from any Gift list — can also be traded<br />
for one dot in Rituals, which grants one free one-dot rite<br />
from the lists on pp. 147-152.<br />
Rahu: Dominance, Full Moon, Strength<br />
Blood Talons: Inspiration, Rage, Strength<br />
Bone Shadows: Death, Insight, Warding<br />
Cahalith: Gibbous Moon, Inspiration, Knowledge<br />
Hunters in Darkness: Elemental, Nature, Stealth<br />
Iron Masters: Knowledge, Shaping, Technology<br />
Elodoth: Half Moon, Insight, Warding<br />
Irraka: Evasion, New Moon, Stealth<br />
Storm Lords: Dominance, Evasion, Weather<br />
<strong>It</strong>haeur: Crescent Moon, Elemental, Shaping<br />
PRIMAL URGE<br />
A character’s Primal Urge begins at 1, but Merit<br />
points may be spent to increase it.<br />
ESSENCE<br />
A character’s starting Essence points equal Harmony.<br />
MERIT S<br />
New werewolf Merits include Fetish (• to •••••)<br />
and Totem (varies; special). Wolf-Blooded (••••) is a new<br />
Merit available to normal human characters, but not to<br />
werewolves.<br />
EXPERIENCE POINT COST S<br />
Trait Cost<br />
Attribute New dots x 5<br />
Skill New dots x 3<br />
Skill Specialty 3<br />
Affinity (tribe, auspice or common) New dots x 5<br />
Gift or Rituals<br />
Other Gift New dots x 7<br />
Rite Rite dots x 2<br />
Merit* New dots x 2<br />
Totem Merit 3 per dot<br />
Primal Urge New dots x 8<br />
Primary (auspice, tribe) Renown New dots x 6<br />
Other Renown New dots x 8<br />
Harmony New dots x 3<br />
Willpower 8 experience points<br />
*Not including Totem, which is bought separately.