Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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 />
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