Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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and Wisdom •, to Glory •, Honor • and Wisdom • still<br />
retains use of any two-dot Gifts he learned. Requisite<br />
Renown dots are vital for learning Gifts, not for using the<br />
powers. Spirits demand esteem or respect for their students<br />
before imparting Gifts (measured in Renown dots when<br />
the power is granted), but once those Gifts are taught, they<br />
remain a werewolf’s to use.<br />
In order for a character to join a new tribe, he must<br />
have at least one dot in the tribe’s primary Renown — for<br />
instance, Glory to join the Blood Talons. A character who<br />
lacks any Renown to join his intended tribe is considered<br />
a Ghost Wolf in the interim, and is treated as such. One<br />
who never joins another tribe remains a Ghost Wolf. (A<br />
character who goes tribeless does not lose the Gifts he’s<br />
already learned. Higher rated Gifts in those same lists are<br />
now simply more expensive to acquire, because the character<br />
no longer has a tribal affinity for them.)<br />
MERIT S<br />
A werewolf character can theoretically possess any of<br />
the Merits available to ordinary humans, with a few modifications.<br />
A werewolf might have a wolf-blooded relative<br />
among his allies and contacts, for example. Conversely,<br />
some Merits are less valuable to werewolves. Natural Immunity,<br />
for example, is useful to a werewolf only when resisting<br />
a supernatural source of illness, due to the Uratha’s<br />
already stellar resistance to disease and infection. Fighting<br />
Styles cannot be used in Gauru, Urshul or Urhan form.<br />
Note that any prerequisites necessary to acquire a Merit<br />
are measured against a character’s traits in Hishu form.<br />
You must be innately strong to purchase a given Physical<br />
Merit, not make up for the lack with shapeshifting.<br />
All werewolves have a basic understanding of the<br />
First Tongue, enough to say sentences no more complicated<br />
than “I want… you give” or to understand whether<br />
a spirit is asking them a question, threatening them or<br />
pleading for mercy. This represents a mix of instinctive<br />
understanding and the tutelage received before tribal initiation.<br />
A character must purchase one dot of the Language<br />
Merit for full fluency with the First Tongue; the First<br />
Tongue has no common written form, but the character<br />
will be able to “read” symbols etched by a spirit.<br />
<strong>The</strong> following Merits are designed for werewolves in<br />
particular, and represent edges unavailable to ordinary<br />
humans.<br />
FETISH (• TO •••••)<br />
Effect: Your character possesses a fetish, a tool or weapon<br />
empowered by a spirit bound within. Perhaps she inherited it<br />
from a relative, received it from another werewolf, crafted it<br />
herself as part of her initiation or took it from a fallen ally during<br />
the prelude. Whatever the reason, your character begins<br />
play with a fetish that is already attuned to her.<br />
<strong>The</strong> fetish has a level equal to the dots in this<br />
Merit. One dot of Fetish is equal to three talens (small,<br />
minor fetishes; see p. 205), which may be multiple<br />
copies of the same talen. You may purchase multiple fetishes<br />
during character creation as long as the total dots<br />
in this Merit do not exceed five. You could put four dots<br />
into Fetish by assigning your character a Spirit Drum<br />
(one dot) and a Mask of Life (three dots), but your<br />
character could not begin play with a four-dot klaive<br />
and a Fireflash (two dots). Further fetishes can be acquired<br />
through roleplay as the chronicle progresses, but<br />
cannot be purchased by experience points.<br />
Sample fetishes are provided in Chapter Three (pp.<br />
204-209).<br />
TOTEM (VARIES; SPECIAL)<br />
Effect: Werewolves lead a uniquely dangerous existence.<br />
<strong>The</strong>y are closely tied to the spirit world and must<br />
frequently face dangers that human beings cannot conceive.<br />
To help deal with these obstacles, Uratha forge<br />
pacts with various spirits for mutual aid and assistance.<br />
Many packs take this practice to the next level, binding<br />
a spirit to their pack to serve as a patron — their pack<br />
totem. A pack’s relationship with its totem is something<br />
like a compact between wartime allies. <strong>The</strong> totem looks<br />
after the pack, and the pack works to aid and honor the<br />
totem in a relationship as old as the world itself.<br />
This Merit is shared by all members of the pack;<br />
each member who contributes Merit points to Totem<br />
reaps the benefits, and the totem becomes stronger.<br />
Dots placed in this Merit are spent on the pack totem,<br />
increasing its power in a number of ways. Full systems<br />
for creating a pack totem are found in Chapter Three,<br />
pp. 186-195.<br />
WOLF-BLOODED (••••)<br />
Effect: Your character has blood relations with a<br />
lineage of werewolves, and the blood of the werewolf runs<br />
particularly strong in her. Strange things have probably<br />
occurred around her all her life. Spirits and Uratha might<br />
even keep tabs on her, awaiting a First Change that might<br />
never even occur.<br />
Your character might be fully aware of her heritage<br />
or completely ignorant of it. In the first case, she has been<br />
exposed to the existence of werewolves through stories,<br />
half-glimpsed sights or full disclosure by her kin. In the<br />
second case, she probably lives as an ordinary person,<br />
but still suffers strange encounters that tell her that she<br />
doesn’t quite fit among the masses.<br />
In either case, your character automatically has the<br />
Unseen Sense Merit (World of Darkness Rulebook, p.<br />
109) by virtue of her strong werewolf blood. That free<br />
Merit must be focused on werewolf and spirit activity. Furthermore,<br />
she’s not as subject to Lunacy as ordinary people<br />
are. A Wolf-Blooded character’s effective Willpower is<br />
treated as two higher than normal for purposes of resisting<br />
Lunacy.<br />
Your character has a faint rapport with wolves, and<br />
is able to read lupine body language and growls far better<br />
Traits<br />
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