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Werewolf: The Forsaken - Blank It

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240<br />

Chapter IV: Storytelling and Antagonists<br />

victim making decisions out of character, or it might lead<br />

to him hanging paralyzed and terrified in a Shadow Realm<br />

web, ready to be hollowed out and overtaken at the subtle<br />

Host’s whim.<br />

Attributes: Intelligence 2, Wits 3, Resolve 1, Strength 2,<br />

Dexterity 3, Stamina 3, Presence 5, Manipulation 5, Composure<br />

4<br />

Skills: Academics 1, Athletics 1, Empathy 2, Expression<br />

(Body Language) 2, Intimidation (Cold Shoulder) 1, Investigation<br />

1, Medicine 2, Occult 2, Persuasion (Seduction) 3,<br />

Politics 1, Socialize 2, Stealth 2, Subterfuge 1, Survival 1<br />

Merits: Barfly, Striking Looks 4, Toxin Resistance<br />

Willpower: 5<br />

Morality: 4<br />

Essence: 4<br />

Virtue: Prudence<br />

Vice: Lust<br />

Health: 8<br />

Initiative: 7<br />

Defense: 3<br />

Speed: 10<br />

Numina: Discorporation, Gauntlet Webs, Siren Whisper,<br />

Wall Climb<br />

• Siren Whisper: As the Luna’s Dictum Gift in Chapter Two.<br />

COMMON HOST POWERS<br />

<strong>The</strong> Hosts tend to share a few powers in<br />

common due to their strange nature. <strong>The</strong> following<br />

Numina appear more frequently among<br />

encounters with the Azlu or Beshilu, or even with<br />

the other strange Hosts that are reputed to exist.<br />

• Discorporation: Similar to the Numen of<br />

the same name in Appendix One, but the Host’s<br />

spirit doesn’t re-form in the Shadow Realm. <strong>It</strong>s<br />

host body shrivels and dries out, and a wave of<br />

host animals evacuates in all directions — spiders<br />

for the Azlu, rats for the Beshilu. Witnesses can<br />

crush and exterminate as many host animals as<br />

possible, but if even one escapes, the Host’s spirit<br />

survives. This power is common to all Hosts.<br />

• Gauntlet Webs: This is the Numen for<br />

which the Azlu are most infamous. By spinning<br />

ethereal webs into the Gauntlet itself, the Azlu<br />

makes it more difficult for anything to cross from<br />

the spirit world to the material (or vice versa).<br />

In one hour of constant work (which costs one<br />

Essence point), the Azlu can increase the penalty<br />

to cross over or even peek through the Gauntlet<br />

by one die over 10 square yards. Each extra hour<br />

(and point of Essence spent) can increase the<br />

range of the coverage by the same amount or<br />

increase the penalty by another die, but not both<br />

in the same hour. <strong>The</strong>se webs can be destroyed<br />

from the Shadow side of the Gauntlet at a rate<br />

of one square yard per three points of damage.<br />

<strong>The</strong> damage must be either lethal or aggravated<br />

— that is, the webs must be physically torn apart.<br />

• Gnaw Gauntlet: This is the power that<br />

makes grown Beshilu so dangerous. In one hour<br />

of constant work (and for the cost of one Essence<br />

point), a Beshilu of Size 5 can gnaw the Gauntlet<br />

apart over a 10-square-yard area. Each hour of<br />

work reduces the penalty to cross over or even<br />

peek through (see p. 250) by one die. Each additional<br />

hour (and point of Essence spent) increases<br />

the area of coverage or reduces the penalty by<br />

another die, but not both in the same hour.<br />

• Toxic Bite: This power may represent either<br />

the supernatural disease carried by a Beshilu, or<br />

the toxin of a particularly venomous Azlu. <strong>The</strong><br />

character may spend one Essence as a reflexive<br />

action after making a successful bite attack. <strong>The</strong><br />

victim loses one point of Stamina for every success<br />

scored on the attack roll. (<strong>The</strong> victim’s player<br />

may make a reflexive Stamina + Primal Urge roll<br />

to reduce this Stamina damage by one point per<br />

success.) <strong>The</strong> victim’s Health trait may be affected<br />

by the loss of Stamina. Stamina lost to this<br />

power recovers at the same rate that the victim<br />

would heal aggravated wounds.<br />

• Wall Climb: Like a normal-sized arachnid,<br />

the character can walk on walls or even the<br />

ceiling of a structure and move as freely as he<br />

can on the ground. <strong>The</strong> character must have at<br />

least four of his limbs in contact with the surface<br />

he’s climbing at a time, and he’s still affected<br />

by gravity. (That is, if he loses contact with the<br />

surface he’s climbing, he falls down, not toward<br />

the climbing surface.) Also, the surface he’s<br />

climbing must be able to support his weight<br />

(which is roughly equal to that of a werewolf<br />

in Urshul). This power is more common among<br />

Azlu, but some Beshilu possess it as well.<br />

SOLITARY SPINNER<br />

Quote: “Almost perfect, almost perfect… What are<br />

you doing here?”<br />

Background: <strong>The</strong> first that most packs know of one<br />

of the Spider Hosts in their territory is a steadily increasing<br />

difficulty in moving between the worlds at their loci<br />

and a hint of webs in unexpected places in the Shadow.<br />

When they find the spider’s nest the most commonly<br />

encountered — if the word common can be applied to<br />

these creatures — Azlu is the solitary spinner, a monstrous<br />

spider/human hybrid that is as ready to fight as he is to<br />

weave webs.<br />

Description: Having consumed a horde of lesser,<br />

weaker Azlu until it was finally ready to overtake a human<br />

body, this Host is a horrid combination of human<br />

and arachnid features. <strong>It</strong> might have a bloated, black<br />

body covered in stiff, wiry hair, sporting two legs, six<br />

arms, two vicious chelicerae and eight eyes. Or it might<br />

be a vaguely human shape from head to waist, growing

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