Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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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