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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.

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