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Werewolf: The Forsaken - Blank It

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244<br />

Chapter IV: Storytelling and Antagonists<br />

Larceny 1, Occult 1, Persuasion 1, Politics 1, Socialize 2,<br />

Stealth 2, Subterfuge 2, Survival 1, Weaponry 2<br />

Merits: Barfly, Disarm, Iron Stomach, Toxin Resistance<br />

Willpower: 8<br />

Morality: 3<br />

Essence: 9<br />

Virtue: Prudence<br />

Vice: Gluttony<br />

Health: 9<br />

Initiative: 8<br />

Defense: 3<br />

Speed: 14<br />

Numina: Death Grip, Siren Whisper, Spirit Skin, Terrify,<br />

Traveler’s Blessing, Wicked Maw, Wilds Sense<br />

• Death Grip: As the three-dot Full Moon Gift in Chapter<br />

Two.<br />

• Spirit Skin: As the four-dot Inspiration Gift in Chapter<br />

Two. When the character activates this Numen, the spirit<br />

within the human host becomes visible temporarily, which<br />

can warn off other Ridden or interfering spirits from the<br />

spirit’s chosen prey.<br />

• Traveler’s Blessing: As the two-dot Knowledge Gift in<br />

Chapter Two.<br />

• Wicked Maw: With the expenditure of one Essence, the<br />

mouth of the host body extends and fills with razor-sharp<br />

teeth for three turns. <strong>The</strong> maw adds +1 to bite attacks and<br />

inflicts lethal damage, and it’s so large that it enables the<br />

character to make bite attacks without requiring a grapple<br />

and without penalty. <strong>The</strong> attack roll is a simple Strength +<br />

Brawl + 1 while this Numen is active.<br />

• Wilds Sense: As the spirit Numen in Appendix One.<br />

Attack:<br />

Type Damage Dice Pool<br />

Bite 1 (L) 8<br />

Weapons:<br />

Type Damage Size Special Dice Pool<br />

Kitchen Knife 1(L) 1 — 8<br />

INCARNATION OF THE LIVING CIT Y<br />

Quote: “<strong>The</strong> city has a heart and a mind. I am the city,<br />

little werewolf, and you are only here at my sufferance.”<br />

Background: <strong>The</strong> writer loved the city. His biography<br />

of it was a bestseller nationally and internationally. All his<br />

works of fiction had the city as a principal character, scattered<br />

through history. Frankly, as he slipped into alcoholism<br />

and old age, he couldn’t imagine living anywhere else.<br />

One night, the city came to him as he slept, and it offered<br />

to stop the pains in his chest. <strong>It</strong> would take only a moment,<br />

and he would be one with the city. <strong>The</strong> writer didn’t<br />

hesitate, rejoicing as he was subsumed into the vast history<br />

of the place he loved so much.<br />

Description: From a distance, the Claimed looks<br />

much like any other gentleman in late middle-age, running<br />

to fat a little. <strong>It</strong>’s only when you come close to the<br />

man and see the rough, sandstone texture of his skin, the<br />

glass of his eyes and the faint hint of grass in his hair that<br />

you can see that he’s more than he appears.<br />

Storytelling Hints: As an incarnation of the living<br />

city, this duguthim really looks at the big picture. He maintains<br />

an awareness of everything that’s happening within<br />

the city and maintains contact with werewolf packs across<br />

the city. He even keeps a wary eye on the vampires and<br />

mages of the city when he can. He isn’t above using the<br />

werewolves for his own ends, but he certainly prioritizes<br />

the humans above the supernatural denizens of his home.<br />

Attributes: Intelligence 5, Wits 6, Resolve 6, Strength 6,<br />

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

6<br />

Skills: Athletics 1, Brawl 1, Crafts 2, Drive 1, Intimidation 2,<br />

Investigation 2, Medicine 1, Occult 3, Politics 3, Socialize 1,<br />

Streetwise 3, Subterfuge 1, Survival 1<br />

Merits: Common Sense, Contacts 5 (Police, City Hall, City<br />

Planning, Department of Transportation, Newspapers), Direction<br />

Sense, Eidetic Memory, Encyclopedic Knowledge,<br />

Inspiring, Strong Back<br />

Willpower: 12<br />

Morality: 8<br />

Essence: 24<br />

Virtue: Fortitude<br />

Vice: Pride<br />

Health: 10<br />

Initiative: 11<br />

Defense: 5<br />

Speed: 16<br />

Numina: Blast, Know the Path, Manipulate Earth, Reaching,<br />

Read Spirit, Traveler’s Blessing, Ward Versus Mortals,<br />

Ward Versus Predators, Wilds Sense<br />

• Blast: As the spirit Numen in Appendix One. <strong>The</strong> blast<br />

takes the form of electricity leached from the city’s power<br />

grid. See the World of Darkness Rulebook pp. 177–178 for<br />

rules for and effects of dealing with electricity.<br />

• Know the Path: As the four-dot Knowledge Gift in Chapter<br />

Two.<br />

• Manipulate Earth: As the two-dot Elemental Gift in<br />

Chapter Two. For this character’s purposes, “earth” includes<br />

asphalt and concrete.<br />

• Reaching: As the spirit Numen in Appendix One.<br />

• Read Spirit: As the two-dot Crescent Moon Gift in Chapter<br />

Two.<br />

• Ward Versus Mortals: As the two-dot Warding Gift in<br />

Chapter Two.<br />

• Ward Versus Predators: As the one-dot Warding Gift in<br />

Chapter Two.<br />

SPIRIT S<br />

WOLF-BROTHER<br />

Quote: [A forlorn, unearthly howl.]<br />

Background: Wolf-Brothers are greater Gafflings in<br />

service to the various totem spirits of the werewolf tribes.<br />

<strong>The</strong>y are representative of the rare spirits who might be<br />

more favorably inclined to assist a werewolf with little<br />

persuasion. <strong>The</strong>y may also be summoned to assist a werewolf<br />

who calls them with the Gift: Spirit Pack (p. 115).

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