Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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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.