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Werewolf: The Forsaken - Blank It

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170<br />

Chapter III: Special Rules and Systems<br />

not in the form of a weapon. Though it’s uncertain how<br />

true these rumors are, it seems odd that the Pure never<br />

bring silver weapons on their hunting parties against the<br />

<strong>Forsaken</strong>.<br />

Remember that suffering aggravated damage, whether<br />

from silver or any other attack, threatens a bout of Death<br />

Rage in a werewolf. See the rules on Death Rage on p. 173.<br />

SHAPESHIFTING<br />

<strong>The</strong> defining facet of the Uratha is their ability to<br />

change forms. All werewolves are capable of assuming five<br />

different forms, each of which has different strengths and<br />

provides different modifiers to a character’s traits.<br />

To change shape, an Uratha draws on the supernatural<br />

power that infuses his body, making his form protean<br />

like quicksilver, forcing muscle and sinew into the desired<br />

shape. While most werewolves consider the five forms<br />

each Uratha inherits sufficient, some delve into the possibility<br />

of assuming other forms. Such Uratha can hail from<br />

any tribe, and are often found conversing with Lunes,<br />

trying to attain the true freedom of shapechanging said to<br />

be the province of Mother Luna.<br />

System: Shapeshifting requires a Stamina + Survival +<br />

Primal Urge roll (using the character’s base Stamina in Hishu<br />

form) as an instant action. Success allows an Uratha to<br />

shift to any form she desires. An exceptional success on this<br />

roll allows the character to shift forms as a reflexive action<br />

and take another action in that turn. Alternatively, a player<br />

may spend a point of Essence for the character to change<br />

shape as a reflexive action with no need for a roll. Uratha<br />

may also change shape as a reflexive action, without a roll<br />

or point expenditure, while their moon is in their auspice<br />

phase. Returning to Hishu form is always a reflexive action<br />

with no roll or point expenditure necessary, as it’s the form<br />

with which werewolves are most familiar.<br />

Trait modifiers listed for the given forms always apply<br />

to the character’s base dots in Hishu form. A character who<br />

is in Gauru form and shifts to Urshul form doesn’t get the<br />

trait bonuses of both forms. <strong>The</strong> Urshul form modifiers are<br />

simply applied to his Hishu traits. <strong>The</strong> minimum to which<br />

a trait can drop is 1; a character cannot fall to 0 Manipulation<br />

by shapeshifting. Advantages such as Speed that<br />

are determined by adding dots in a character’s traits also<br />

receive bonuses in various forms. A Speed modifier listed is<br />

applied to a character’s standard Speed in Hishu form. (Any<br />

bonuses to Strength and/or Dexterity listed for a particular<br />

form are already accounted for.) <strong>The</strong>refore, the +7 bonus<br />

to Speed in Urshul form already takes into account the +2<br />

increase in Strength and the +1 increase in Dexterity, with<br />

an additional bonus based on the build of the form.<br />

Defense is always the lower of either Dexterity or<br />

Wits, as measured by a character’s Dexterity in his current<br />

form. A character with Dexterity 2 and Wits 3 has a Defense<br />

of 2 in Hishu form. When he shifts to Urshul form,<br />

his Dexterity improves to 4. His Defense is now 3, as his<br />

Wits is lower than his Dexterity.<br />

Due to increases in Stamina and Size, some forms<br />

grant additional Health dots while such a form is maintained.<br />

<strong>The</strong>se dots are added to the right end of your<br />

character’s Health chart. Wounds suffered in corresponding<br />

boxes cycle back into his Health chart when he<br />

assumes a form with fewer overall Health. That is, those<br />

“unaccounted for” injuries push existing, less severe ones<br />

right off his Health chart, or if his Health Chart is full<br />

of injuries they upgrade the least severe wounds he has.<br />

See “Temporary Health Dots” in the World of Darkness<br />

Rulebook, p. 173, for more information.<br />

If a character possesses any Fighting Style Merits,<br />

they are usable only in Hishu and Dalu forms. <strong>The</strong> other<br />

forms are too unlike human anatomy for the character’s<br />

fighting arts to do any good, and it’s particularly hard to<br />

focus on a disciplined fighting style while Raging.<br />

If a werewolf is knocked unconscious or killed, he immediately<br />

reverts to Hishu form.<br />

HISHU — THE HUMAN<br />

In this form, the werewolf is indistinguishable from<br />

a normal human to casual observation, and even supernatural<br />

attempts to detect him for what he is suffer a –2<br />

modifier. Legends about fingers being the same length or<br />

eyebrows growing together are false. (Some werewolves<br />

display such features, but no more often than normal<br />

humans do.) Uratha don’t inflict Lunacy in this form.<br />

Werewolves are usually lean and healthy-looking in<br />

Hishu form. Werewolves can speak a rough form of the First<br />

Tongue in Hishu form, but their mouths cannot clearly<br />

form the more challenging growls or subvocalizations, so<br />

enunciation isn’t perfect. A werewolf in Hishu form may<br />

attempt to bite someone just as a human might, but he must<br />

first achieve a hold on his target through a grapple (see<br />

“Grapple” in the World of Darkness Rulebook, p. 157).<br />

Traits: No modifiers<br />

DALU — THE NEAR-HUMAN<br />

Stronger and tougher than Hishu form, but still small<br />

enough to barely pass for human, Dalu is many werewolves’<br />

form of choice for brawls involving normal people<br />

(or playful cubs). Dalu adds four to six inches in height<br />

and approximately 25-50 pounds of muscle mass to the Hishu<br />

form’s size. Body hair thickens and facial hair becomes<br />

prominent (noticeable even on women). Facial features<br />

become angular and lupine, and the werewolf exhibits<br />

subtle wolf-like behavior. She might bare her teeth when<br />

she’s angry or aggressive, or pant slightly when excited.<br />

Fingernails elongate, as do canine teeth (though neither<br />

reaches a length that allows the werewolf to inflict any<br />

special damage). In poor light, the werewolf simply looks<br />

like a large person with unusually angular features, but in<br />

plain sight, witnesses can observe the bestial light in the<br />

werewolf’s eyes. A werewolf in Dalu form inspires Lunacy,<br />

but to a limited degree. Human observers are treated as<br />

having four more dots of Willpower (to a maximum of 10)<br />

for purposes of determining Lunacy’s effects (see p. 176).

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