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Werewolf: The Forsaken - Blank It

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108<br />

Chapter II: Character<br />

an immaterial ghost as readily as it would strike a living<br />

target.<br />

Cost: 1 Essence<br />

Dice Pool: No roll is required.<br />

Action: Instant<br />

<strong>The</strong> werewolf must be holding or touching the<br />

weapon in question in order to infuse it with Essence. <strong>The</strong><br />

object need not be specifically designed as a weapon; this<br />

Gift can be used to imbue a crowbar, 2x4 or chainsaw as<br />

readily as a sword or gun. For the duration of the scene,<br />

the imbued weapon is considered enchanted for purposes<br />

of damaging ghosts (World of Darkness Rulebook, p.<br />

214). A weapon enchanted by Ghost Knife may inflict<br />

bashing or lethal damage, depending on the character’s<br />

choice. A klaive sword can be given a merciful enchantment<br />

so that it inflicts only bashing damage on ghosts<br />

(though it still inflicts lethal damage to corporeal targets).<br />

A weapon affected by this Gift also adds a bonus die to<br />

any attack rolls made with the weapon against a ghost.<br />

This Gift does not grant a weapon the ability to strike<br />

any ephemeral entity - only ghosts. Thus, a weapon imbued<br />

with Ghost Knife could not harm a spirit that is in<br />

Twilight (p. 252) or an Irraka using the Gift: Ghost Step<br />

(p. 133). However, the +1 bonus to attack spirits does still<br />

apply if the spirit could normally be struck, such as if the<br />

spirit was using a Numen to materialize or if both spirit<br />

and werewolf were in the Shadow.<br />

If Ghost Knife is used to imbue a gun with Essence,<br />

the Gift effects apply to any bullets loaded at the time of<br />

infusion — bullets loaded into the gun after infusion do<br />

not acquire the Gift’s effects. Muscle-powered projectile<br />

weapons such as bows do not convey the Gift’s properties<br />

to ammunition. <strong>The</strong> werewolf must instead use the Gift<br />

on a quiver of arrows or a handful of javelins.<br />

A character may use this Gift to imbue his own<br />

natural weaponry, allowing him to tear into a ghost as if it<br />

were solid, or even punch or grapple it. This Gift cannot<br />

be used to empower the natural weaponry of another<br />

creature. Only the Gift user can benefit.<br />

This Gift in itself does not grant the ability to see or<br />

otherwise perceive ghosts.<br />

Corpse Witness (•••)<br />

Many occultists believe that a corpse retains some<br />

memory of the moments just before its death. <strong>The</strong> Bone<br />

Shadows, however, know that a corpse can sometimes<br />

know more. With this Gift, a corpse can be ordered to<br />

give up the secrets of all that it has “seen” since its death.<br />

This Gift works only on corpses that still have some flesh<br />

to them, and only the head is necessary. <strong>The</strong> werewolf<br />

opens the jaws of the corpse and breathes into the corpse’s<br />

mouth. If the Gift works, the breath returns with the<br />

corpse’s words.<br />

Some Bone Shadows have historically exploited this<br />

Gift in gruesome fashion, setting up the severed heads of<br />

their foes (or victims) as sentinels on the boundaries of<br />

their territory. In the modern era, it’s hard — but not impossible<br />

— to set such morbid guardians in place without<br />

attracting the wrong sort of attention.<br />

Cost: 1 Essence<br />

Dice Pool: Manipulation + Occult + Purity<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> corpse speaks a garbled litany<br />

of blasphemies from the darkest corners of Death’s realm.<br />

<strong>The</strong> werewolf loses a point of Willpower from the experience.<br />

This Gift may not be used again on the same corpse.<br />

Failure: <strong>The</strong> corpse divulges nothing more than a<br />

death rattle. This Gift may not be used again on the same<br />

corpse in the same day.<br />

Success: <strong>The</strong> corpse breathes out a report of what it<br />

has “perceived” — the key notes of what has transpired<br />

within view of its eyes or eye sockets within the last day<br />

and night. <strong>The</strong> report is not incredibly detailed, but generally<br />

hews to the facts that the werewolf would consider<br />

important. For example, the corpse might mention that<br />

18 cars had appeared along the country road it “watched”<br />

during the day. <strong>It</strong> would only single out an individual car if<br />

the vehicle was significantly remarkable, such as a pickup<br />

with several armed men sitting in the bed. A corpse’s account<br />

for any given day can be attained only once.<br />

Exceptional Success: <strong>The</strong> corpse demonstrates<br />

vestiges of its former intelligence and can actually clarify<br />

its account by answering the character’s questions. <strong>The</strong><br />

character may ask one question per success gained on the<br />

roll before the corpse goes dormant again. Information<br />

gained may still be somewhat imprecise, though. A corpse<br />

is not likely to have retained a license-plate number unless<br />

the plate remained in its line of sight for a few minutes.<br />

Word of Quiet (••••)<br />

One of the greater secrets of the Bone Shadows is the<br />

Word of Quiet, a complicated word in the First Tongue that<br />

bears great power. <strong>The</strong> sound was allegedly spoken by the first<br />

Incarna of Death, and a portion of that great spirit’s authority<br />

lingers in its twisted syllables. When spoken, the word tugs<br />

at the hearts of all living beings that hear it, brushing them<br />

with the stillness of the grave. And yet, the word’s true power<br />

comes when it is spoken against the undead, for it compels<br />

them to lie down in their graves and rest again.<br />

Cost: 1 Willpower<br />

Dice Pool: Presence + Occult + Honor – subject’s<br />

Stamina<br />

Action: Instant<br />

All living creatures capable of hearing the word<br />

within a radius of (10 x the user’s Presence) yards suffer<br />

one point of bashing damage. All undead creatures such<br />

as ghosts and vampires in the same range (and within the<br />

same realm as the speaker) suffer one point of lethal damage<br />

per success. If multiple undead creatures are present,

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