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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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