13.12.2012 Views

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

Werewolf: The Forsaken - Blank It

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

258<br />

Appendix I: <strong>The</strong> Spirit World<br />

convenient locus through which to return to the material<br />

realm. <strong>The</strong> trouble is that the spirit wilds can be far more<br />

dangerous than their physical counterpart, and the Uratha<br />

have few allies there.<br />

SHOALS<br />

Negativity isn’t just a subjective human concept. Some<br />

actions and their spiritual repercussions are so damaging to<br />

the fabric of the world that they actually start to unravel<br />

it. <strong>The</strong>se pools of negativity, of destructive spirits and<br />

nihilistic taint are known as shoals. An unwary werewolf<br />

might wander into one of these areas without knowing it,<br />

but the shoal quickly makes itself felt. <strong>The</strong> landscape becomes<br />

gray and sketchy, as if it were half-drawn. <strong>The</strong> spirits<br />

within it are listless and unresponsive, seemingly preferring<br />

their own company. That same mood of bleakness begins<br />

to overcome the travelers, who drift away from each other.<br />

Soon, they lose interest in their destination and become<br />

unwilling to move. Depression and introspection creep over<br />

them. <strong>The</strong> longer the travelers remain within the shoal, the<br />

harder it is for them to leave.<br />

System: For his character to leave a shoal, the player<br />

must roll the character’s Resolve + Composure. A success<br />

allows the character to leave. A failure prevents departure,<br />

and the next roll is made with a –1 dice modifier, which<br />

builds cumulatively. Once the player runs out of dice, the<br />

character can only be extracted from the shoal by being<br />

physically dragged from it. Even crossing the Gauntlet<br />

won’t help. <strong>The</strong> spiritual tendrils of the shoal are too deep<br />

into the character’s psyche.<br />

GLADES<br />

<strong>The</strong>re are also rare positive areas within the spirit<br />

wilds as well, formed at places where resonance of<br />

growth, healing, peace and friendship gathers. Great<br />

Helios and Mother Luna seem to shine brighter in such<br />

places. <strong>The</strong> worries of the world sink into a smaller<br />

proportion and friendships come to seem more important<br />

to travelers within a glade than whatever troubles and<br />

disagreements might plague them. Most people within a<br />

glade find it almost impossible to fight except in self-defense.<br />

If they do come under attack, the terrain and combat<br />

always seems to favor the defender over the aggressor.<br />

<strong>The</strong>se havens within the Shadow are incredibly<br />

rare these days, though there are legends of them being<br />

more numerous when Father Wolf lived. Some packs of<br />

werewolves see creating a glade within the boundaries of<br />

their territory as one of their ultimate goals. And why not?<br />

<strong>The</strong>y make perfect places of rest, healing and planning,<br />

as well as points to camp while on a journey. Creating a<br />

glade is easier said than done, of course. A glade is grueling<br />

to create and even more difficult to defend.<br />

System: To initiate a fight within a glade, the player<br />

rolls the character’s Resolve. If the roll succeeds, he may

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!