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Werewolf: The Forsaken - Blank It

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208<br />

Chapter III: Special Rules and Systems<br />

SHADOW WINGS (•••)<br />

Shadow Wings usually take the form of a shirt or<br />

cloak made out of some very fine fabric. <strong>The</strong> werewolf<br />

wears only it when he intends to use the fetish’s power;<br />

if he wears anything over it, the fetish doesn’t function.<br />

Upon a successful activation roll, the werewolf can fly<br />

in the Shadow Realm (and only in the Shadow Realm)<br />

for three hours, allowing the Uratha to cover about 60<br />

miles (at 20 miles per hour or 29 yards per turn). <strong>The</strong><br />

fetish’s spirit must rest for another three hours before<br />

re-activation. Attacks and other tasks attempted that<br />

require a delicate touch while flying suffer a –4 penalty<br />

due to the awkward nature of the wings. Any bird spirit<br />

can be used to create this fetish, although owl-spirits<br />

are the most popular.<br />

Action: Instant to activate; flying is reflexive thereafter<br />

FOUR-DOT FETISHES<br />

Creating fetishes of this power requires great skill,<br />

and werewolves who do so aren’t likely to give them away.<br />

<strong>The</strong>se fetishes are usually inherited (or stolen), but sometimes<br />

a werewolf who performs an extremely noteworthy<br />

service for his tribe or lodge might earn one.<br />

BONE WHISTLE (••••)<br />

While most werewolves don’t have much truck<br />

with the ghosts of dead humans, the Bone Shadows are<br />

interested in those strange echoes from beyond the grave.<br />

A Bone Whistle, fashioned from any decent-sized bone<br />

and imbued with a loon-spirit, forces any ephemeral<br />

spirit or ghost in the material world within 20 feet of the<br />

Uratha to become visible to all viewers when the werewolf<br />

blows. Spirits in possession of physical hosts or objects<br />

appear superimposed on their hosts’ physical features. A<br />

spirit’s Resistance is rolled as a dice pool in a reflexive and<br />

contested action. If successes rolled for the spirit match or<br />

exceed those achieved in the fetish’s activation roll, the<br />

spirit is unaffected. If multiple ghosts or spirits are within<br />

range and in the material world, a contested roll is made<br />

for each, with successes achieved compared to those of the<br />

fetish user.<br />

Action: Instant<br />

SAMPLE GREATER KLAIVE —<br />

FURY FANG (••••)<br />

Most klaives are of this level of power. <strong>The</strong> Fury Fang<br />

takes the form of a sword, and the wielder can feel the pulse<br />

of the spirit within when he grasps the handle. <strong>The</strong> Fury<br />

Fang encourages the wielder to cast caution to the wind<br />

when attacking. On any turn in which the character uses an<br />

all-out attack (see the World of Darkness Rulebook, p. 157),<br />

two more dice are added to the attack (raising the total bonus<br />

to +4). <strong>The</strong> spirit of a particularly aggressive animal, such as a<br />

wolverine or water moccasin, fuels this weapon.<br />

Action: Reflexive<br />

LIGH TNING ROD (••••)<br />

This fetish is not a literal lightning-attracting device,<br />

but an object that can save a werewolf’s life in the event of<br />

a surprise attack. <strong>It</strong> must be created from a hand-held object<br />

and must actually be in a werewolf’s hand to be useful, so<br />

many Lightning Rods are actually created from gloves. If a<br />

surprise attack or ambush is staged against the wearer, the<br />

Storyteller makes an activation roll on the player’s behalf. If<br />

it’s successful, the werewolf’s hand jumps toward the source<br />

of the attack (actually, the fetish jumps, carrying the hand<br />

with it) and absorbs some or all of the damage inflicted. <strong>It</strong><br />

absorbs up to seven points of bashing damage, five points<br />

of lethal damage or three points of aggravated damage<br />

inflicted in a single attack, with any excess affecting the<br />

wearer normally. This effect applies to only the first attack<br />

staged against the fetish user in the ambush. <strong>The</strong> protection<br />

applies even if the victim notices the attackers before the<br />

trap is sprung (that is, a successful Wits + Composure roll is<br />

made). Any damage absorbed by the glove is determined after<br />

the wearer’s Armor or Defense (if any) is applied against<br />

the attack. Any quick-moving spirit (cat, fish, spider) can be<br />

used to create this fetish.<br />

Action: Reflexive<br />

MAN’S HAMMER (••••)<br />

<strong>The</strong> People respect humanity’s aptitude for destruction.<br />

Recently, an Elodoth of the Meninna created a fetish<br />

capable of destroying any single object wrought by man.<br />

Since then, similar items have been created. Usually Man’s<br />

Hammers are made from actual hammers, but all of them<br />

contain metal of some kind. Upon successful activation,<br />

the Uratha has four turns to use the Man’s Hammer to<br />

smash man-made objects. <strong>The</strong> hammer cannot affect anything<br />

larger than Size 5. Attack rolls are made normally,<br />

with a +2 bonus for the hammer as a tool. (<strong>It</strong> is considered<br />

Size 1 and has a Damage rating of 2.) Damage done is<br />

determined normally, but the item’s Durability is ignored.<br />

So, damage is done directly to the item’s Structure. If a<br />

target is small or carried by someone, a specified-target roll<br />

is required (see the World of Darkness Rulebook, p. 165).<br />

Used against a living or undead target, the hammer<br />

gains no special bonuses. A person’s worn armor can<br />

be targeted with the fetish, though. A specified-target<br />

roll may be required based on the Storyteller’s discretion.<br />

<strong>The</strong> target’s Defense applies against the attack, but<br />

Armor doesn’t. If successes rolled in the attack exceed<br />

the highest of a piece of armor’s ratings (say, 3 for armor<br />

rated 2/3), the armor is destroyed and useless thereafter.<br />

Points of damage inflicted on armor over successive<br />

turns are cumulative. Damaged inflicted reduces a<br />

target’s ratings appropriately until they drop to zero, at<br />

which point the armor is ruined. Magical armor or armor<br />

resulting from a target’s own body cannot be damaged<br />

or destroyed. When worn armor is attacked with a Man’s<br />

Hammer, the wearer suffers no damage.

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