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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.

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