Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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206<br />
Chapter III: Special Rules and Systems<br />
KNOTHOLE (•)<br />
When cupped in one hand and held steady on a<br />
solid surface, this pine knothole allows an Uratha to see<br />
through up to one foot of material. This effect lasts for two<br />
turns (six seconds) — long enough to get an idea what’s<br />
on the other side of a door or bank vault, but it cannot<br />
be used to see through the Gauntlet. This effect does not<br />
provide illumination. This fetish is made from a small pine<br />
knot that has been hollowed out. <strong>It</strong> can be powered by<br />
any spirit of the Tool Choir. A fetish knothole can be used<br />
once per scene.<br />
Action: Instant in each turn in which it’s used<br />
SPIRIT DRUM (•)<br />
This fetish, a small hand-held drum, placates and<br />
placates and numbs any spirits in the area, making them<br />
more receptive to werewolves. When beaten consistently<br />
throughout interaction with a spirit, the Spirit Drum<br />
grants a +2 modifier to all friendly Social rolls made<br />
toward spirits. <strong>The</strong> drum has no effect on ghosts (see the<br />
World of Darkness Rulebook, p. 208). Any spirit can be<br />
bound into a Spirit Drum.<br />
Action: Instant in each turn in which the drum is<br />
beaten<br />
SPIRIT WINGS (•)<br />
A favorite fetish of Irraka, this item usually takes the<br />
form of a small, sturdy feather or a piece of clay fashioned<br />
into the shape of a pair of wings. With a successful activation<br />
roll, the werewolf may fall up to 10 feet without making<br />
a sound, no matter what he lands on, or he may float<br />
10 feet through the air in a straight line (not more than<br />
six inches off the ground). <strong>It</strong> doesn’t afford any protection<br />
if one lands on broken glass, it just deadens the “crunch.”<br />
Nor does the fetish silence any yelp of pain. Obviously,<br />
this fetish has little application for travel, although its<br />
stealth benefits are immense. Any bird-spirit can participate<br />
in the creation of this fetish. <strong>The</strong> item can be used<br />
only once per scene and a maximum of three times a day.<br />
Floating 10 feet constitutes moving a character’s<br />
Speed in a turn. To float 10 feet and then travel Speed in<br />
distance counts as an instant action.<br />
Action: Reflexive<br />
TWO-DOT FETISHES<br />
<strong>The</strong>se fetishes are more complicated to make, but<br />
are still common enough to be in circulation. A werewolf<br />
might be granted such a fetish in exchange for services to<br />
a pack or his tribe, or upon joining a lodge.<br />
FIREFLASH (••)<br />
This item is powered by a fire-spirit and looks like<br />
a hand mirror. When pointed at a foe it can be made<br />
to emit a bright flash, possibly blinding the target. A<br />
reflexive Dexterity + Composure roll is made for the<br />
intended victim to avoid the flash. If it fails, he suffers<br />
blindness for two turns. (See “Fighting Blind” in the<br />
World of Darkness Rulebook, p. 166.) Once discharged,<br />
the fetish cannot be used again until it has reflected the<br />
light of a large fire. (A match or candle won’t work; nor<br />
will artificial light.)<br />
Action: Instant<br />
MERCY GEM (••)<br />
Fashioned of quartz or some other non-valuable<br />
stone, a Mercy Gem can prevent a werewolf from entering<br />
Death Rage. When a werewolf would normally enter<br />
Death Rage (a Resolve + Composure roll to remain in<br />
control fails), the player may choose to spend an Essence<br />
point instead. <strong>The</strong> Mercy Gem grows warm to the touch<br />
as it absorbs the point, and the Death Rage is averted.<br />
Death Rage cannot be terminated by contact with a<br />
Mercy Gem once it has begun. A gem works twice before<br />
it cracks and is useless. <strong>The</strong>re’s no way to tell how many<br />
times a gem has been used until it shatters. A toad-spirit<br />
is used to create this fetish.<br />
Action: Reflexive<br />
SCAR/TAT TOO FETISH (••+)<br />
Nearly all tribes make use of scar or tattoo fetishes<br />
to one degree or another. <strong>The</strong>y have the advantage of<br />
being permanently part of a werewolf (unless someone<br />
physically removes the skin into which the spirit is<br />
bound, which happens sometimes). <strong>The</strong> effects of nearly<br />
any type of fetish (except for fetish weapons) can be<br />
incorporated into a scar or tattoo. Simply add one dot to<br />
the rating of the fetish in question (the Storyteller might<br />
also need to make some other judgment calls on how the<br />
scar/tattoo fetish works).<br />
THREE-DOT FETISHES<br />
Creating a fetish of this power takes time, dedication<br />
and real talent. <strong>The</strong>se items aren’t given out carelessly; a<br />
werewolf must truly distinguish herself to earn one.<br />
GAUNTLET SCAR (•••)<br />
This fetish is usually crafted out of a cloth, brush<br />
or other cleaning instrument. When wet, it can be used<br />
to smooth out and close areas where the Gauntlet has<br />
suffered damage due to spirit battles or magic use. If the<br />
Gauntlet in the area has been damaged, one hour’s work<br />
with a Gauntlet Scar restores it to its normal rating. This<br />
fetish cannot raise or lower the Gauntlet’s rating beyond<br />
what it would be naturally. Werewolves use bee-spirits to<br />
create these fetishes.<br />
Action: Extended (the character needs a number of<br />
successes equal to the damage the Gauntlet has suffered x<br />
2; each roll represents 15 minutes of effort)<br />
<strong>The</strong> following roll results take precedent over those<br />
for standard fetish activation provided on p. 204.<br />
Dramatic Failure: <strong>The</strong> attempt fails utterly and the<br />
Gauntlet becomes immune to Gauntlet Scar in this area<br />
for one lunar month.<br />
Failure: No successes are gathered at this time.