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Werewolf: The Forsaken - Blank It

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and he’s able to parlay that feeling into a more powerful<br />

and intimidating demeanor.<br />

Finally, Jack has the potential for one last free Specialty,<br />

depending on what auspice he chooses. Since Jack<br />

hasn’t determined what his character’s auspice is just yet,<br />

he leaves that fourth Specialty off for a moment.<br />

STEP FIVE: WEREWOLF TEMPLATE<br />

Jack now applies the werewolf template to what has otherwise<br />

been shaping up as a seemingly normal human character.<br />

<strong>The</strong> first thing he must choose is what his character’s<br />

auspice (i.e., moon-sign) is. As Michelle has already said that<br />

she wants only one character per auspice, Jack opens the<br />

discussion up to his fellow players. He isn’t entirely sure what<br />

auspice he wants to play, but both the Irraka and the Rahu<br />

sound like fun. Two of the other players have similar ideas,<br />

though, so Jack turns to Michelle for advice. Looking at his<br />

character sheet and discussing his character concept with<br />

him, Michelle says that Jack’s character just doesn’t sound<br />

much like an Irraka to her. Jack sees the wisdom in that and<br />

asks to play the Rahu. Another player has an arguably better<br />

concept for a Rahu character, however, so Michelle makes a<br />

suggestion. She sees Jack’s character as someone standing at<br />

a crossroads with serious decisions to make over the course of<br />

the chronicle. She also sees him as someone who cares about<br />

law and tradition and who stands between those who do and<br />

those who don’t. Jack agrees with that, so Michelle recommends<br />

the Elodoth auspice — the judge and law-keeper who<br />

must arbitrate between opposing extremes. <strong>It</strong> takes a few<br />

minutes of thought, but Jack realizes that that sounds like<br />

what he’s had in mind all along. Michelle okays the choice<br />

and reminds Jack to look back at his Skill Specialties. Since<br />

he’s an Elodoth, the character gains a free Specialty in Empathy,<br />

Investigation or Politics. <strong>The</strong> choice is an easy one for<br />

Jack since the only one of those Skills his character has any<br />

dots in is Investigation. He chooses a Specialty of Personal<br />

Searches, representing a keen ability to tell if a person is<br />

concealing weapons or contraband on his person.<br />

Next, Jack must choose what tribe his character<br />

belongs to — a choice that is entirely up to him. He likes<br />

the sound of the Hunters in Darkness, a tribe of quiet,<br />

clever predators who defend their territories as much with<br />

cunning and subtlety as with ferocity and savagery. <strong>The</strong><br />

way Jack sees it, his character can do his job and live a<br />

seemingly normal life among his human peers, but when<br />

his supernatural duties to his pack and his territory call,<br />

he needs to operate with more care and subtlety. If he<br />

can do so, he can keep from drawing attention to himself<br />

that could mess up the rest of his seemingly normal life.<br />

(<strong>It</strong> is, perhaps, a somewhat naïve expectation, but Jack’s<br />

character is still a young werewolf who has yet to learn the<br />

harder lessons that all the <strong>Forsaken</strong> have in common.)<br />

<strong>The</strong> next part of adding the werewolf template to this<br />

character lies in determining his supernatural aptitudes.<br />

Those aptitudes include the character’s Primal Urge and<br />

his Essence, both of which have a standard starting point.<br />

Primal Urge starts at 1 for all characters, and Jack decides<br />

not to increase it at this time. His character has not yet<br />

fully embraced the scope and breadth of the supernatural<br />

and has chosen to focus on the needs of the material<br />

world for now, so a higher rating would not be appropriate.<br />

<strong>The</strong> character’s starting Essence is equal to his starting<br />

Harmony (i.e., <strong>Werewolf</strong>’s Morality trait), so Jack makes a<br />

note of that. He’ll cross that bridge when he comes to it.<br />

<strong>The</strong>n it’s time to figure out the character’s three dots<br />

of starting Renown, and two of them are easily determined.<br />

Since he’s an Elodoth, his first Renown dot goes<br />

into Honor. Since he’s a Hunter in Darkness, his second<br />

Renown dot goes into Purity. <strong>The</strong> allocation of his last<br />

Renown dot is up to Jack, and he elects to spend it into<br />

Cunning (which seems appropriate for a subtle, hidden<br />

predator who hunts in the night).<br />

<strong>The</strong> final supernatural aptitude a werewolf character<br />

has is that of his Gifts (or individual supernatural powers<br />

taught by allied spirits). Only certain categories of Gifts<br />

are available to Jack’s character based on other charactercreation<br />

choices he has made, and the maximum levels to<br />

which he may rise in those Gifts at this stage are limited<br />

by his Renown. Since Jack has no Renown category higher<br />

than one dot, he can choose only one-dot Gifts. Both<br />

auspice and tribe determine what Gifts are available to a<br />

starting character, and a player may choose a Gift from any<br />

other single list he likes. Since his character’s a Elodoth,<br />

Jack can choose between the Half Moon, Insight and<br />

Warding lists; since his character’s a Hunter in Darkness, he<br />

can choose between the Elemental, Nature and Stealth lists<br />

for his second pick. He chooses the Half Moon Gift: Scent<br />

Beneath the Surface for his auspice pick and the Stealth<br />

Gift: Blending as his tribe pick. For his free pick, he considers<br />

the one-dot Gift from several lists, but ultimately decides<br />

to spend the free pick on one dot of Rituals, with which<br />

he would get a free one-dot rite. <strong>The</strong> Rituals trait allows<br />

Jack’s character access to more rites during the course of<br />

the chronicle, and he likes the idea of the Elodoth as ritual<br />

judge. He chooses Shared Scent as his bonus rite.<br />

STEP SIX: MERIT S<br />

Like any other character, werewolf characters have<br />

seven dots worth of Merits available at character creation.<br />

For reasons of her own, Michelle assigns each character<br />

one dot of Totem (which the players will later combine to<br />

create a totem spirit) for free. She then asks the players to<br />

purchase only those Merits that pertain to their characters’<br />

pre-Change lives with their remaining seven dots.<br />

Jack first takes one dot of Status to represent his standing<br />

in the local human society as a campus police officer.<br />

Not everyone in the community respects or admires him for<br />

what he is, but anyone who sees him in uniform knows that<br />

he has a certain amount of authority that they don’t. Next<br />

he takes two dots in Contacts, reflecting those people in the<br />

community that he knows he can count on for information.<br />

To represent the salary he makes at his job (minus living<br />

expenses and monthly debt payments, of course), he takes<br />

one dot of Resources. Jack tacks on a dot of Language to<br />

Character Creation<br />

73

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