Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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242<br />
Chapter IV: Storytelling and Antagonists<br />
Initiative: 4<br />
Defense: 2<br />
Speed: 10<br />
Numina: Chorus, Discorporation, Gnaw Gauntlet<br />
• Chorus: As the Numen in Appendix One.<br />
SEWER SLAVE-DRIVER<br />
Quote: “Keep gnawing, idiots! <strong>The</strong>y’re coming! Don’t<br />
you hear them?”<br />
Background: A few Beshilu stand out from the<br />
swarm as more intelligent, more devious, more<br />
adventurous and, in the end,<br />
more deadly. <strong>The</strong>y grow<br />
in power individually<br />
until they<br />
are able to<br />
take over<br />
human<br />
host<br />
bodies on<br />
their own,<br />
and they<br />
become all<br />
the more<br />
deadly and<br />
terrifying for<br />
that. <strong>The</strong>y’re<br />
not so much<br />
the leaders of<br />
Beshilu society<br />
as they are<br />
the toughest<br />
and meanest<br />
of a breed of<br />
intelligent,<br />
driven<br />
vermin.<br />
Description:<br />
This type<br />
of Beshilu is<br />
an ugly hybrid of<br />
human and rat with patchy fur,<br />
scabrous skin, beady red eyes<br />
and a hairless, whiplike tail.<br />
<strong>The</strong>y could conceivably be<br />
mistaken for werewolves<br />
in that they’re bipedal<br />
and vaguely hairy, but<br />
good light or close proximity<br />
(or a working sense of<br />
smell) is usually enough<br />
to make the distinction.<br />
Storytelling<br />
Hints: Unlike<br />
spirits that preside<br />
over Beshilu swarms, these Beshilu travel alone as discrete<br />
beings. Some carry crude weapons and wear cobbled-together<br />
clothing, and most are cunning enough to lay traps<br />
and ambushes for Uratha who come hunting them. <strong>The</strong>y<br />
watch, observe, learn patterns and routines, and then<br />
strike where it will do the most damage, preferably while<br />
anyone who could conceivably be a threat is engaged in<br />
fighting their swarm mates.<br />
Attributes: Intelligence 4, Wits 4, Resolve 3, Strength 2,<br />
Dexterity 4, Stamina 2, Presence 4, Manipulation 4,<br />
Composure 3<br />
Skills: Crafts 1, Investigation 1, Occult 2, Athletics 2, Brawl<br />
(Close Quarters) 3, Larceny 1, Stealth 1, Animal Ken (Rats) 3,<br />
Intimidation 3, Persuasion 2, Streetwise (Scavenging) 1,<br />
Subterfuge (Laying Traps) 2, Weaponry 1<br />
Merits: Direction Sense, Fleet of Foot 3, Iron<br />
Stomach<br />
Willpower: 6<br />
Morality: 5<br />
Essence: 4<br />
Virtue: Prudence<br />
Vice: Sloth<br />
Health: 7<br />
Initiative: 7<br />
Defense: 4<br />
Speed: 14 (with Fleet of Foot)<br />
Numina: Animal Control, Discorporation,<br />
Gnaw Gauntlet, Speak with<br />
Beasts, Toxic Bite<br />
• Animal Control: As the ghost Numen<br />
in the World of Darkness Rulebook,<br />
except the player rolls Intelligence + Manipulation<br />
to activate it.<br />
• Speak with Beasts: As the one-dot<br />
Nature Gift in Chapter Two.<br />
Weapons:<br />
Type Damage Size Special Dice Pool<br />
Pipe 2(B) 2 (–1 for improvised) 4<br />
Attacks:<br />
Type Damage Dice Pool<br />
Bite 2 (L) 7<br />
Tail-Whip 0 (B) 5<br />
RIDDEN<br />
<strong>The</strong> Hithimu are creatures that exist as mockeries<br />
of the Uratha’s own existence. Just like werewolves,<br />
they are creatures of both flesh and spirit, but unlike the<br />
Uratha, that isn’t their natural state. Instead, a spirit<br />
joins with its host through forcible possession or voluntary<br />
merger to create a creature born of both worlds and<br />
equally comfortable in both. <strong>The</strong>y aren’t automatically<br />
threatening or inimical to the werewolves, but their very<br />
existence tends to disrupt the careful balance that a<br />
pack seeks to achieve in its territory. This, coupled<br />
with an ability to cross the barriers between the<br />
worlds and werewolf-like regeneration abilities, make<br />
them formidable opponents.