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Werewolf: The Forsaken - Blank It

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out of an enormous spider abdomen and<br />

thorax with only six legs.<br />

Storytelling Hints: Solitary Azlu try to<br />

strengthen the Gauntlet in an area subtly<br />

over time, stealing animals, humans and<br />

spirits to feast upon in their hidden<br />

nest. Only once they have encroached<br />

upon loci to such a degree<br />

that the werewolves find it<br />

more difficult to draw on their<br />

spiritual powers do these<br />

spinners become bolder in<br />

their actions.<br />

Attributes: Intelligence<br />

2, Wits 4,<br />

Resolve 4,<br />

Strength 5, Dexterity<br />

4, Stamina 5,<br />

Presence 3,<br />

Manipulation 1,<br />

Composure 3<br />

Skills: Animal Ken<br />

(Spiders) 1, Athletics<br />

(Gymnastics) 3,<br />

Brawl 3, Intimidation 3,<br />

Investigation 2, Occult (Shadow Realm) 2, Stealth 3, Subterfuge<br />

3, Survival 2<br />

Merits: Danger Sense, Fast Reflexes 1, Giant<br />

Willpower: 7<br />

Morality: 4<br />

Essence: 4<br />

Virtue: Fortitude<br />

Vice: Gluttony<br />

Health: 11 (with Giant)<br />

Initiative: 8 (with Fast Reflexes)<br />

Defense: 4<br />

Speed: 17 (species modifier 8)<br />

Numina: Discorporation, Gauntlet Webs, Terrify, Toxic<br />

Bite, Wall Climb<br />

• Terrify: As the ghost Numen of the same name in the<br />

World of Darkness Rulebook, except the player rolls Presence<br />

+ Manipulation after spending one Essence.<br />

Attacks:<br />

Type Damage Dice Pool<br />

Bite 2 (L) 10<br />

+2 on attempts to damage or immobilize an opponent during<br />

a grapple (from extra mass and limbs)<br />

BESHILU<br />

<strong>It</strong> starts with a scritching sound at the edge of the<br />

werewolf’s senses as he patrols his territory. <strong>It</strong> grows with<br />

the local folk complaining of an increased number of rats<br />

in the sewers, in the basement, in the woods… Before<br />

long, the Shadow is in chaos as holes open in the Gauntlet,<br />

and people start dying in the material world. <strong>The</strong><br />

Beshilu — spawn of madness and scattered aspects of an<br />

ancient enemy of Father Wolf — are here. Instinctively<br />

afraid of and hateful toward werewolves, the Beshilu do<br />

whatever they can to disrupt (or even end) werewolves’<br />

lives. Though a Beshilu is rarely as strong individually<br />

as a werewolf is, they gather in numbers — once they’ve<br />

reached roughly human size and intellect, the Rat Hosts<br />

are frequently content to gather in groups of a dozen or<br />

more without cannibalizing each other. When a group<br />

of Beshilu gets sufficiently large, the Hosts are no longer<br />

interested in simply fleeing from the Uratha — they are<br />

ready to lay ambushes and to destroy their ancient rivals.<br />

For the most part, though, they’re driven to gnaw apart<br />

the Gauntlet in the mad hope that doing so will allow<br />

them to merge back into the single divinely vitiated entity<br />

they used to be before Urfarah began his fateful hunt.<br />

HORDE’S NEST<br />

Quote: “We know what you are! Get away! Stay back!”<br />

Background: <strong>The</strong> Beshilu are happiest living their<br />

lives surrounded by their Beshilu and rat brothers and<br />

sisters, cousins, nephews and nieces. Some take this preference<br />

to an extreme, gnawing their way into a sleeping<br />

or otherwise helpless human victim and making a nest<br />

for themselves within his body. <strong>The</strong>y can then operate<br />

the human’s body with a fair degree of competence,<br />

though it’s hard to mistake a human-seeming Rat Host<br />

for a functioning, reasonable member of human society.<br />

Description: This sort of Beshilu tends to be scruffy<br />

and doesn’t often go armed. Most are intelligent enough<br />

not to let their rat siblings travel with them when they’re<br />

out among humans looking for thin places in the Gauntlet,<br />

but few can leave the rats far away. <strong>The</strong> individual rats<br />

that compose them look like perfectly ordinary versions<br />

of the species, but the skin of their aggregate human hosts<br />

has a queasy, writhing aspect that makes them difficult to<br />

look at. Should that skin be broken, witnesses can see the<br />

wet, squirming mass of rat-flesh beneath the surface.<br />

Storytelling Hints: While werewolf packs are made<br />

up of very definite individuals working together, swarms of<br />

Beshilu are largely of one mind in this aggregate form. While<br />

a horde’s nest Beshilu can go among humans and pretend<br />

to be just one of the guys, even its most subtle and low-key<br />

actions take on a manic intensity that is easily mistaken for<br />

dementia or anxiety brought on by extreme ill health.<br />

Attributes: Intelligence 4, Wits 5, Resolve 3, Strength 3,<br />

Dexterity 2, Stamina 5, Presence 4, Manipulation 2, Composure<br />

2<br />

Skills: Animal Ken (Rats) 2, Athletics 1, Brawl 1, Crafts 3,<br />

Intimidation 1, Investigation 3, Medicine 2, Occult 3, Stealth 2,<br />

Streetwise (<strong>The</strong> Homeless) 3, Subterfuge (Distractions) 1<br />

Merits: Iron Stomach, Toxin Resistance, Contacts 2 (social<br />

workers, homeless)<br />

Willpower: 5<br />

Morality: 5<br />

Essence: 4<br />

Virtue: Prudence<br />

Vice: Envy<br />

Health: 10<br />

Antagonists<br />

241

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