Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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).