Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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,