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Werewolf: The Forsaken - Blank It

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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

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