Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
178<br />
Chapter III: Special Rules and Systems<br />
ing a werewolf in human or wolf form use an obviously<br />
supernatural power (such as a Gift or rite) have almost<br />
no frame of reference. <strong>The</strong>y suffer similarly to those who<br />
see a Gauru-form werewolf.<br />
MASS LUNACY<br />
If a werewolf induces Lunacy in a crowd, the effect<br />
runs the risk of backfiring. A crowd stricken with fear<br />
might become an angry mob or a panicked stampede.<br />
<strong>The</strong> Storyteller should make a Resolve + Composure roll<br />
for the human with the highest Willpower in the crowd.<br />
Success indicates that the person may direct the crowd to<br />
some degree. If he simply wants to save himself, the entire<br />
crowd follows his lead, but if he is driven violent with fear,<br />
the mob might turn against the werewolf. Members of<br />
the crowd probably still have problems understanding or<br />
remembering exactly what’s happening, but they could be<br />
incited to riot or swarm a subject.<br />
This phenomenon is one of the reasons werewolves<br />
are unwilling to reveal their presence to humanity.<br />
<strong>The</strong>y’ve seen the danger of mob rule. Yet crowds don’t<br />
always turn violent. Every human knows that he doesn’t<br />
have to be faster or stronger than a predator, just faster<br />
than his fellow prey.<br />
LUNACY AND WOLF BLOOD<br />
Humans with the Wolf-Blooded Merit are treated as<br />
having two more points of Willpower (to a maximum of<br />
10) for purposes of being affected by Lunacy. Most are still<br />
likely to go temporarily mad and forget the experience of<br />
seeing a werewolf in Gauru, but the stronger-willed ones<br />
resist to a greater degree. <strong>The</strong> Rite of the Moon’s Love<br />
(p. 160) can temporarily increase their ability to resist<br />
Lunacy as well. Strong-willed humans who are cared for by<br />
a werewolf might be fully aware of the true nature of their<br />
parent, child, sibling or lover and even faintly aware of the<br />
plight of the Uratha in general. Yet this knowledge brings<br />
little comfort in the frightening world of the <strong>Forsaken</strong>.<br />
LUNACY AND THE SUPERNAT URAL<br />
<strong>The</strong> Uratha share the night with other supernatural<br />
beings, including vampires and human sorcerers. Young<br />
werewolves facing such foes in battle soon discover that<br />
one of their most potent weapons, the Lunacy, does them<br />
no good. Luna loses her hold on the mortal mind once it<br />
awakens to the greater truth of the world. <strong>The</strong> vampiric<br />
Embrace and the Awakening that mages undergo both free<br />
the mind sufficiently that these beings are no longer subject<br />
to Lunacy. This by no means indicates that such beings can’t<br />
be frightened of werewolves, only that such a reaction isn’t<br />
compulsory. In game terms, any character with a supernatural<br />
template is immune to the Lunacy, including mortal servants<br />
of supernatural beings (such as ghouls and acolytes).<br />
SENSES<br />
One of the greatest advantages of being a werewolf<br />
is the sense acuity that matches, and even exceeds, that<br />
of their wolf cousins. <strong>The</strong> Uratha enjoy the best of both<br />
worlds. <strong>The</strong>y have full-color vision in Hishu, Dalu and Gauru<br />
form, and they perceive colors as washed-out in Urshul<br />
and Urhan. <strong>The</strong>y also gain the benefit of exceptional hearing<br />
and smell in any form other than Hishu. As a result,<br />
werewolves’ impressions of the world are sharper and almost<br />
alien to human experience. To a werewolf, an old scent is<br />
like a trail laid through time, a glimpse of something that<br />
happened hours ago. A human’s voice contains additional<br />
layers of pitch that the speaker can’t perceive himself, and<br />
his scent tells those who can smell it things he might want<br />
to conceal — say, details of his sex life, his emotional state<br />
and his diet. For all the horror and violence that are part of<br />
a werewolf’s life, few really want to go back to being human,<br />
to being near-deaf and scent-blind again.<br />
TRACKING<br />
Sooner or later, all werewolves hunt or are hunted.<br />
<strong>The</strong> hunt is ingrained in a werewolf’s very instincts, and<br />
few creatures can truly rival the tracking ability of the<br />
Uratha on the prowl.<br />
Tracking is a Skill task based on Survival. Tracking<br />
by sight, as humans do, is an Intelligence + Survival task.<br />
Tracking by scent (as animals do) is a Wits + Survival<br />
task. Werewolves and other shapechangers that can gain<br />
the senses of an animal may attempt to do either, though<br />
not all animals have an equally keen sense of smell. Successes<br />
must be accumulated for the tracker in an extended<br />
action equal to a number set by the Storyteller. <strong>The</strong> longer<br />
the trail is, the more successes are necessary to follow it all<br />
the way to the source.<br />
Tracking can also be an extended and contested action<br />
if the quarry attempts to hide his tracks or otherwise conceal<br />
his passage. Wits + Survival may be rolled for him at each<br />
stage of the pursuit. If the quarry ever achieves the most successes<br />
on a single roll, the tracker loses the trail altogether. If<br />
the tracker gets the most successes with each roll, they count<br />
toward the total number needed to follow the trail to its end.<br />
If there’s ever a tie on any particular roll, the Storyteller may<br />
allow the tracker successive attempts at that stage (see the<br />
World of Darkness Rulebook, p. 132) to resume the trail, all<br />
compared to the same number of successes achieved in the<br />
tying roll made for the subject. So, if the tying roll involved<br />
four successes, five or more successes must be achieved for the<br />
tracker for him to ever pick to the trail again. <strong>The</strong> Storyteller<br />
decides how many successive attempts are allowed, but each<br />
becomes more difficult.<br />
Both tracking and deliberately covering one’s tracks<br />
requires participants to move at half Speed. Moving at a<br />
more desperate clip increases the margin of error: Moving<br />
at three-quarter Speed imposes a –2 penalty, while moving<br />
at full Speed imposes a –4 penalty. <strong>The</strong>se modifiers apply<br />
to the appropriate participant’s rolls.<br />
In time, the trail becomes fainter. <strong>The</strong> tracker suffers<br />
a –1 penalty for every eight hours that elapses once