Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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• In the vicinity of a locus with a rating of •••• or<br />
above (+2)<br />
• Attempting to cross the Gauntlet during the day (–2)<br />
<strong>The</strong> strength of the Gauntlet varies from place to<br />
place. <strong>The</strong> Gauntlet’s strength reduces the dice pool according<br />
to the following table:<br />
Location Dice Pool Modifier<br />
Dense Urban Areas –3<br />
City suburbs & towns –2<br />
Small towns, villages, other –1<br />
built-up areas in the countryside<br />
Wilderness +0<br />
<strong>The</strong> number of successes achieved on the Intelligence<br />
+ Presence + Primal Urge roll indicates how long it takes<br />
the werewolf to adjust himself to the other facet of reality<br />
and cross the Gauntlet.<br />
Dramatic Failure: <strong>The</strong> werewolf’s attunement goes<br />
badly out of synch. He remains in this aspect of reality<br />
and is rattled by the experience. He may not attempt<br />
to cross the Gauntlet again until the following night<br />
— which could leave him in a precarious position if he’s<br />
currently in the spirit world — though he may be brought<br />
across by a Gift or by a pathfinder.<br />
Failure: <strong>The</strong> werewolf remains in the same aspect<br />
of reality. He cannot take successive attempts for the<br />
next hour. Further attempts to step sideways during the<br />
next hour automatically fail, though he may be brought<br />
across the Gauntlet by a third party using the Rending the<br />
Gauntlet rite or acting as a pathfinder.<br />
Success: <strong>The</strong> werewolf fades from the world he’s currently<br />
in (physical or spirit) and enters the Gauntlet. He<br />
reappears on the other side in 30 seconds, or about 10 turns.<br />
He cannot be attacked during this period of transition,<br />
unless by certain mystical abilities that can affect entities<br />
currently between the physical and spirit worlds.<br />
Dramatic Success: Transition is instant. <strong>The</strong> werewolf<br />
appears on the other side on his next turn and may<br />
act normally.<br />
Alternatively, a player may spend one Essence while<br />
in a locus’ area of influence for his character to step sideways.<br />
In this case, the transition is an instant action.<br />
PATH FINDING<br />
Packs may travel across the Gauntlet as one, allowing<br />
one member to make the transition and take the<br />
other characters with her. <strong>The</strong> werewolf leading the<br />
attempt is colloquially known as the pathfinder. <strong>The</strong><br />
members must all remain in contact with one another for<br />
the attempt to succeed.<br />
<strong>The</strong> pathfinder’s player’s roll determines the transition<br />
time for the whole pack. If the pathfinder fails or<br />
dramatically fails the roll, she may not try again for the<br />
specified time. Any of her packmates may try to lead the<br />
pack across instead, though (if they haven’t recently tried<br />
to step sideways and failed themselves, that is). A<br />
werewolf cannot act as pathfinder if his character is spending<br />
Essence to make the transition rather than rolling.<br />
Pathfinding is truly effective only when all those<br />
making the transition are a true pack, bound together<br />
by the bonds of a pack totem. If the pathfinder is trying<br />
to bring allies from outside the pack along, it becomes<br />
increasingly difficult. <strong>The</strong> less connection a creature has<br />
to the spirit world or to the pathfinder, the harder it is<br />
to guide him through the Gauntlet. Each werewolf to be<br />
brought across who’s not a member of the pathfinder’s<br />
pack, or each member of the pathfinder’s pack who’s<br />
currently unconscious, imposes an additional –1 penalty<br />
to the roll. Creatures who aren’t werewolves but are<br />
otherwise capable of crossing between worlds at a locus,<br />
such as spirits, some Ridden and some mages, impose a<br />
–2 penalty for each individual being brought along. And<br />
each person or creature who’s incapable of spiritual travel,<br />
such as a vampire or a human, imposes an additional<br />
–3 penalty to the roll. In no case can a pathfinder bring<br />
across an entity that’s actively resisting transition.<br />
THE GAUNTLET<br />
What is the Gauntlet? Simply speaking, it’s<br />
a barrier between the worlds of flesh and spirit.<br />
Some scientifically minded <strong>It</strong>haeur liken the<br />
Gauntlet to the static between radio frequencies<br />
on the dial, a necessary transition phase between<br />
one station and the next. Yet, this fails to explain<br />
why it’s so much easier to cross it under the light<br />
of Mother Luna than the glare of Helios.<br />
Other <strong>It</strong>haeur view the Gauntlet as a physical<br />
reminder of the scars borne by both the Uratha<br />
and the world of flesh for the murder of Father<br />
Wolf and the loss of Pangaea. Dwellers in the<br />
physical worlds are barred from the spirit world<br />
unless they possess magic to keep their destructive<br />
influence from growing any stronger. Spirits<br />
find it hard to cross, both for their own protection<br />
and to prevent the creation of more hybrid<br />
creatures like the kinslaying race of werewolves.<br />
For the Uratha, crossing between the<br />
worlds should theoretically be nothing<br />
more than a matter of adjusting their focus<br />
from one world to the next. A moment’s<br />
concentration, and they’re across. On some<br />
occasions, crossings like that still occur, giving<br />
the lucky werewolf a taste of the days out of<br />
legend. Most of the time, though, the process<br />
of converting flesh to spirit and slipping<br />
through the wall between worlds is only<br />
possible near a locus. <strong>It</strong> takes some time, and<br />
often it isn’t even possible until the werewolf<br />
can regain his focus.<br />
<strong>The</strong> Shadow Realm<br />
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