Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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 />
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