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204<br />

Chapter III: Special Rules and Systems<br />

point, but their quarry died before being found or they are<br />

sole survivors of an unsuccessful hunt. <strong>The</strong>se werewolves<br />

are called the Hollow. Forever barred from fulfilling their<br />

vows to Blood Wolf, they serve him directly.<br />

To join the Lodge of the Hunt, a character must find<br />

one of the Hollow and state his intentions. <strong>The</strong> Hollow<br />

then attempts to find other Uratha who wish to hunt the<br />

same target. When enough Uratha are found to form a<br />

pack, all of the would-be Brethren must accompany the<br />

Hollow deep into the spirit wilds, to Blood Wolf’s den.<br />

<strong>The</strong>re, the great spirit hears each werewolf’s oath: That<br />

he’ll stand by his Brethren, never betraying them or the<br />

hunt, until the pack takes its quarry down. After this<br />

simple oath, the pack is free to begin.<br />

Benefits: All packs of the Brethren gain a powerful<br />

servant of Blood Wolf as a totem. In return, they’re<br />

forbidden from serving under totems other than Ortuz-<br />

Ur and this servant. <strong>The</strong> exact capabilities of this totem<br />

vary, but always reflect the specific needs of the pack in<br />

question. In game terms, the pack has 20 Totem points<br />

with which to build its totem spirit, but the ban is always<br />

the same: <strong>The</strong> pack is forbidden to take any action other<br />

than eating, resting and pursuing its quarry. Sometimes<br />

pursuing the quarry requires bartering services with other<br />

Uratha or spirits, and Blood Wolf understands this. If the<br />

Brethren begin exhibiting agendas other than the hunt,<br />

however, every pack member loses one dot of Stamina<br />

each day until the hunt begins again (even if only one<br />

pack member commits the offending behavior). Also, the<br />

Brethren are forbidden from violence against each other.<br />

Even attempting it leaves the offender crippled with pain<br />

for a full minute.<br />

FETISHES<br />

All Uratha, even the Ghost Wolves, recognize the<br />

value of fetishes. Fetishes are what would otherwise be<br />

mundane items or elements fashioned together and made<br />

into vessels or traps for spirits. <strong>The</strong> spirits contained<br />

within these items can be of enormous benefit to werewolves,<br />

affording them versatile advantages limited only<br />

by a fetish-crafter’s skill.<br />

Most fetishes are marked in some way, decorated<br />

or engraved with symbols or glyphs that are meant to<br />

enhance the power of the spirit within. Recognizing a<br />

fetish or talen for what it is requires an Intelligence +<br />

Occult roll. Success indicates that the character knows<br />

it for a fetish and knows the general purpose (such as<br />

recognizing that a Mask of Life has something to do with<br />

health), while an exceptional success grants more specific<br />

information.<br />

Starting characters may possess a fetish by having the<br />

Fetish Merit (p. 79). Such items may also be found, won,<br />

stolen or otherwise acquired during the events of a story.<br />

Actually creating a fetish requires the Fetish Rite (p. 162).<br />

A character may attune himself to a fetish by wearing<br />

it next to his skin for one hour and succeeding on a<br />

Harmony roll. Success indicates that the fetish is attuned<br />

to his form and will adapt itself as an item dedicated via<br />

the Rite of Dedication would. <strong>The</strong> fetish remains attuned<br />

to the character for one lunar month (at which point he<br />

may attune himself to it again if he chooses), or until another<br />

werewolf successfully attunes herself to the fetish. A<br />

character automatically begins play attuned to any fetishes<br />

purchased at character creation via the Fetish Merit.<br />

ACTIVATING A FETISH<br />

Most fetishes have a power that is used upon activation.<br />

To activate a fetish, a werewolf communes briefly<br />

with the inhabiting spirit, spurring it into action. <strong>The</strong><br />

player must make a Harmony roll (a pool with a number<br />

of dice equal to the character’s Harmony dots), with a<br />

penalty equal to the fetish’s level (the number of dots that<br />

indicate its rating). Willpower may be spent to add three<br />

dice to this roll. Alternatively, the player may spend a<br />

point of Essence for his character to activate a fetish without<br />

need for a roll, in effect bribing the spirit with Essence.<br />

Talens have no dot ranking and, therefore, no activation<br />

modifier.<br />

Dice Pool: Harmony<br />

Action: Varies by fetish<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> Uratha pushes the fetish’s<br />

spirit beyond the breaking point. <strong>The</strong> spirit refuses to<br />

function again until the wielder performs the Rite of<br />

Contrition (see p. 155).<br />

Failure: <strong>The</strong> werewolf fails to contact the spirit, and<br />

the fetish doesn’t activate.<br />

Success: <strong>The</strong> fetish functions normally.<br />

Exceptional Success: <strong>The</strong> werewolf is so courteous<br />

that all rolls to activate the fetish receive a +2 bonus for<br />

a lunar month, or until a dramatic failure is rolled while<br />

attempting to activate it, whichever comes first.<br />

FETISH RANKS<br />

As Storyteller, adjudicating the effectiveness and<br />

power of a fetish (that is, deciding how powerful it should<br />

be) is simple enough. Just follow these guidelines.<br />

Talen: A one-use, low-power fetish, or a minor item<br />

that doesn’t lose its power, but that doesn’t have much<br />

utility, either.<br />

One-Dot: A useful fetish, but only under specific<br />

circumstances.<br />

Two-Dot: A fetish weapon no more useful than a<br />

werewolf’s natural weaponry, or a more versatile fetish<br />

that grants a minor bonus in a variety of situations or a<br />

considerable bonus in one.<br />

Three-Dot: A potent fetish. This could be a weapon<br />

with a minor blessing, or an item that could be used reliably<br />

in dangerous situations.

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