Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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If a werewolf ever suffers a wound that exceeds his<br />
Health dots (it would cause him to go unconscious or start<br />
bleeding to death), and the attack could trigger Death<br />
Rage (say, it’s an exceptional success that inflicts five or<br />
more points of damage), the roll to resist Kuruth is made<br />
before the character is decreed unconscious or down. <strong>The</strong><br />
timing of events here is important, because a character<br />
entering Death Rage gets four extra Health dots by virtue<br />
of assuming Gauru form. Those extra Health might allow<br />
him to remain conscious where he would have collapsed<br />
in another form. If the Resolve + Composure roll fails,<br />
the character enters Death Rage and assumes Gauru,<br />
potentially gaining more Health dots if he wasn’t already<br />
in Gauru form. <strong>The</strong>se extra dots might be enough to keep<br />
the character conscious. If the Resolve + Composure roll<br />
succeeds, the character remains under control, remains in<br />
his current form and doesn’t go into Kuruth.<br />
<strong>The</strong> player may choose to forgo the roll and have his<br />
character automatically fall into Death Rage. This has the<br />
advantage of keeping the character on his feet longer, but<br />
at the loss of control. A wounded character in Death Rage<br />
could get himself into an even more dangerous situation.<br />
SPIRITS AND DEATH RAGE<br />
<strong>The</strong> Shadow Realm seems to remember the<br />
death of Father Wolf and the rise of the Gauntlet<br />
all too well. Each time a werewolf falls into Ku-<br />
ruth, she echoes the moment of murderous rage<br />
that changed the world forever — and spirits<br />
hate and fear her for it. <strong>It</strong> drives a greater wedge<br />
between the werewolf (and her pack) and the<br />
spirits of the area.<br />
Although there is no specific rules system<br />
to enforce this phenomenon, the Storyteller<br />
should feel free to play up the fact that each<br />
time a werewolf enters Death Rage in a chapter<br />
or game session, she earns more animosity from<br />
most spirits. Just as the first outburst of Kuruth<br />
separated the Uratha from their spirit kin, the<br />
killing fury of today’s werewolves continues to<br />
mark them as <strong>Forsaken</strong>.<br />
LUNACY<br />
Human beings have long recognized the power of the<br />
moon to inspire them, to cause them to become contemplative…<br />
and to drive them mad. <strong>The</strong> Uratha benefit from a<br />
concentrated form of this power derived from their alleged<br />
spiritual mother, Luna. This power wraps around a werewolf<br />
like a cloak, infecting human observers with the same sort<br />
of insanity that causes them to become more violent under<br />
the full moon, to forget what the night led them to do. This<br />
madness — which humans vaguely recognize, as evidenced<br />
by their use of the words “lunatic” and “moonstruck” — is a<br />
weapon and a mask that Uratha use to conceal themselves.<br />
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