Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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