Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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.