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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.

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