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Werewolf: The Forsaken
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===Auspices=== The Forsaken each have an Auspice, a blessing of Luna dependent on which phase of the moon they underwent the First Change in. This acts as their "racial" splat, and determines one of their initial Renown points, their choice of Auspice skills, their starting Gifts, and their innate racial ability. The Pure reject all of Luna's blessings, and so they don't gain benefits from Auspices. [[File:WTFAuspiceIrraka.jpg|right|100px]] *'''Irraka''' **Lunar phase: New Moon **Gifts: New Moon, Stealth, Evasion **Skills: Larceny, Stealth, Subterfuge **Renown: Cunning Unlike their oWoD counterparts, the Irraka have a well-defined role. Specifically, they serve as trackers, scouts, and silent hunters whose prey never knows that they're being hunted until it's too late for them. Other Uratha can be a bit unnerved by them due to their habit of observing others (including their packmates) to determine the ideal ways to murder them, and they have a bit of an undeserved reputation as lone wolves since they're best at what they do when on their own. An innate connection to the new moon's uncertainty allows Irraka to get much closer to their quarry than they might seem to be, both literally and metaphorically. In practice, this translates to an initiative boost, a few less Doors in Social Maneuvering, or a surprise attack against an unwary opponent. [[File:WTFAuspiceIthaeur.jpg|right|100px]] *'''Ithaeur''' **Lunar phase: Crescent Moon **Gifts: Crescent Moon, Elemental, Shaping **Skills: Animal Ken, Medicine, Occult **Renown: Wisdom The Uratha are half-spirit, and this is especially clear in the case of the Ithaeur. Whether it takes the form of negotiations, fetish-crafting, or flat-out combat, the Ithaeur are the auspice that specializes in interacting with the denizens of the Shadow. But they do tend to be a little bit crazy. Being around spirits as long as they do has some rather unusual effects on their behavior, and some of them are far more comfortable with spirits than they are with humans or even other werewolves. Still, they're highly effective in their role as shamans and spirit masters. The Ithaeur's howl resonates through the Shadow, causing lesser spirits to fall dormant or retreat before the werewolf's passing. Even stronger spirits feel compelled to allow the Ithaeur to pass by peacefully, which can be a valuable asset when pursued by some of the nastier murder-spirits or pain-spirits. [[File:WTFAuspiceElodoth.jpg|right|125px]] *'''Elodoth''' **Lunar phase: Half Moon **Gifts: Half Moon, Insight, Warding **Skills: Empathy, Investigation, Politics **Renown: Honor Counselors, mediators, and negotiators, the Elodoth try to see both sides of every story and are trusted as expert judges on account of their reputation for fairness. Against their prey on the other hand the Elodoth will use every one of his contacts to make the prey's life a living hell long before the werewolf himself shows up. Some might consider this sociopathic, and there are a few Elodoth who find that they're better as manipulators than they are as arbitrators. The connection to the fine line between light and dark Elodoth possess allows them to relieve other werewolves of Death Rage. It also allows them to ''induce'' Death Rage as well, and while this may sound like an extremely bad idea it can be surprisingly useful in the right circumstances. [[File:WTFAuspiceCahalith.jpg|right|100px]] *'''Cahalith''' **Lunar Phase: Gibbous Moon **Gifts: Gibbous Moon, Inspiration, Knowledge **Skills: Crafts, Expression, Persuasion **Renown: Glory Part loremaster, part prophet, and part warleader, the Cahaliths are visionaries who both rally their kin in battle and keep track of their legends and exploits. But the Cahalith's own story has to be a memorable one as well, and as such they give up subtlety in exchange for just scaring their prey shitless before going in for the kill. Or not necessarily killing them, at that matter- after all, what good is a story if nobody is able to tell it? The visions they receive mean quite a few tend to be fatalistic, or at least of a nature that isn't averse to planning out their own death scene. Cahaliths are prone to receiving prophetic dreams in their sleep- a part of their blessing from Luna, some say. While these dreams are often cryptic and difficult to figure out, the events they portray always seem to come true for better or for worse. [[File:WTFAuspiceRahu.jpg|right|100px]] *'''Rahu''' **Lunar Phase: Full Moon **Gifts: Full Moon, Dominance, Strength **Skills: Brawl, Intimidation, Survival **Renown: Purity Though they're warriors first and foremost, the Rahu shouldn't be written off as dumb brutes. The werewolves that change under the full moon are often expert tacticians and leaders as well, and their inclination towards Purity means they also can act as the moral center of the pack- at least as far as the Oath of the Moon is concerned. However, they do tend to be stubborn and at times they need to learn that they don't always have to be in charge. The Rahu's sheer stubbornness lets them fight on through even the most grievous of injuries as if they weren't even there. In crunch terms, they can ignore the effects of negative Conditions or Tilts affecting them for up to two turns in combat. It's not long, but it can be just enough to make the difference.
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