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Werewolf: The Forsaken - Blank It

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Success: Successes are accumulated, and if the required<br />

number is tallied, the character repairs the Gauntlet<br />

to its previous rating.<br />

Exceptional Success: Several successes are gathered<br />

at one time. If five or more than the total required are<br />

gathered, the Gauntlet is restored and becomes incredibly<br />

stable. Any efforts to change it suffer a –4 penalty for one<br />

month.<br />

MASK OF LIFE (•••)<br />

Used mainly as an intimidation tactic or as a lastditch<br />

method to win a fight, the Mask of Life makes all<br />

visible damage to a werewolf’s body disappear. This simple<br />

pendant resembles a mask and is woven from the bristles<br />

of a boar. When it’s activated, wounds close, bleeding<br />

stops and the werewolf stands straight and proud without<br />

a visible injury. While no actual healing occurs, the user<br />

suffers no wound penalties to her actions; the mask fools<br />

even her own body. <strong>The</strong> effect lasts for the remainder<br />

of the scene, after which time the character once again<br />

manifests and suffers the effects of any wounds. A boarspirit<br />

aids in the creation of this fetish. <strong>It</strong> can be used no<br />

more than once a week.<br />

Action: Reflexive<br />

SAMPLE MINOR KLAIVE — BITING DAGGER (•••)<br />

This particular example of a three-dot klaive is a<br />

small weapon, no bigger than a dagger. <strong>It</strong> inflicts damage<br />

as a knife but counts as armor piercing (see the World of<br />

Darkness Rulebook, p. 167), ignoring up to three points<br />

of Armor or an object’s Durability. Such weapons are usually<br />

empowered by spirits of glass, serpents or spiders.<br />

Other klaive weapons have different powers when<br />

activated. A three-dot klaive weapon shouldn’t be more<br />

effective than a one-dot Gift.<br />

Action: Reflexive<br />

TIMEPIECE (•••)<br />

This fetish always take the form of a wristwatch or<br />

pocket watch and has its origins with the Iron Masters<br />

(although all tribes now create and use them). When<br />

activated, a Timepiece records everything a werewolf<br />

experiences for three minutes, up to a range of his own<br />

senses. In effect, it records a “piece of time” from his own<br />

perspective. <strong>It</strong>’s possible for another werewolf to see the<br />

last “recording” on the Timepiece, but only after attuning<br />

the fetish to himself. <strong>The</strong> werewolf can then re-experience<br />

that moment at his leisure, studying it and learning from<br />

it. Besides the obvious information- and evidence-gathering<br />

capacity of this fetish, it also has utility in combat. If<br />

used to analyze a foe’s fighting style, the Timepiece grants<br />

a +2 modifier on all attack rolls against that foe during<br />

the next scene (and only the next scene) in which the<br />

user fights that particular foe. A werewolf can benefit from<br />

this bonus against only one foe at a time. Only one period<br />

of time can be recorded in the fetish at once. A new one<br />

erases the old.<br />

Action: Instant<br />

FETISHES<br />

207

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