Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
fight, but with a –2 penalty on all rolls made to attack or<br />
harm another. This penalty also affects any shapeshifting<br />
rolls made to enter the warlike Gauru form. Conversely,<br />
those defending themselves gain a +2 bonus on all rolls<br />
made to prevent harm to themselves or others.<br />
WOUNDS<br />
Dangerous as a shoal is, the Shadow contains much<br />
worse. Where the spirit world has been even more grievously<br />
damaged by atrocity, it bleeds out resonance of<br />
particularly negative aspect and gives birth to spirits of<br />
the worst sort. <strong>The</strong>se places are called Wounds, where the<br />
spirit wilds are not simply injured, but infected. Wounds<br />
are reflections of every act of violence, natural or otherwise,<br />
that has torn through the world. <strong>The</strong>y are the<br />
memories of wars, plagues, atrocities, natural disasters,<br />
mass extinctions or acts of genocide. A Wound might<br />
form anywhere that cruelty, suffering or hatred are at their<br />
worst — a vivisection lab, a concentration camp, a prison<br />
overseen by a particularly cruel and hateful staff, a brutal<br />
mental hospital. <strong>The</strong> cruel spirits of negative concepts<br />
such as pain, hatred, suffering and despair are the maggots<br />
that write within these infected gashes in the Shadow. But<br />
as malevolent as these spirits that thrive on suffering may<br />
seem, the grim truth is that they are not the cause of the<br />
misery that feeds them — merely the symptom.<br />
<strong>The</strong> only positive thing to be said for a Wound is<br />
that it’s easy to recognize for what it is. Not only is the<br />
tainted resonance of a Wound like a subtle but prolonged<br />
assault on one’s emotions, but the spirit landscape clearly<br />
reflects the area’s suffering. Walls may bleed or shudder<br />
in emulation of diseased flesh, or the air may reek of<br />
carrion. Unwholesome symbols can appear like graffiti,<br />
dimly burning with a strange greenish flame or sometimes<br />
appearing as infected, bloody gashes carved into<br />
the very rocks or concrete of the area. Most werewolves<br />
who recognize the signs of a Wound will give it a wide<br />
berth — if they can. However, sometimes a pack must<br />
penetrate into the heart of a Wound to destroy a powerful<br />
spirit that lives there. Worse off are the packs who<br />
step sideways at a locus and find themselves at the heart<br />
of a Wound, with no safe way out.<br />
System: <strong>The</strong> tainted resonance of a Wound presses<br />
on the soul like a cancer, and prolonged exposure can<br />
even drive one mad. All Harmony rolls and all rolls made<br />
to resist the Death Rage are at –2 while within a Wound;<br />
this includes rolls made to perform rites or to resist degeneration.<br />
In addition, any injuries suffered within a Wound<br />
are increased by one Health point (or Corpus point, in the<br />
case of spirits).<br />
LORDS OF THE WOUNDS<br />
<strong>It</strong>’s the nature of the spirit world that great<br />
spirits can rise to the top of the food chain. Just<br />
as Father Wolf was said to be the greatest and<br />
most powerful of wolf-spirits, and perhaps even<br />
of predator-spirits as a whole, there are mighty<br />
Incarnae that reflect other aspects of the world.<br />
All of these strange spiritual demigods are worthy<br />
of fear and respect, but perhaps none are<br />
more feared than the Incarnae of the Wounds.<br />
<strong>The</strong> <strong>Forsaken</strong> know them as the Maeljin, and<br />
even the name causes them no small amount of<br />
concern — for the word “Maeljin” is not derived<br />
from the First Tongue. No Cahalith has been able<br />
to pinpoint just what language the phrase comes<br />
from, or what it properly means. No truly reliable<br />
accounts exist of a pack coming face to face with<br />
one of these terrors and surviving to tell the tale.<br />
Still, some werewolves have gone deep enough<br />
into the Shadow to bring back some lore, enough<br />
at least to tell that the Maeljin are dangerous,<br />
dangerous entities.<br />
<strong>The</strong> lords of the Wounds reflect the world’s<br />
seeming desire to turn on itself, the mad impulses<br />
that turn brother against brother or mother<br />
against child. <strong>It</strong> is in their best interests to prolong<br />
the world’s agony, that they can remain fat<br />
and strong until time itself ends. <strong>It</strong> is very fortunate<br />
that there are no signs that the Maeljin work<br />
well with one another, and rumor has it that they<br />
often feud over tainted Essence rather than pooling<br />
their resources. <strong>The</strong>ir cause is common, but<br />
they are as fractious as any other spirits.<br />
<strong>The</strong> names and number of the Maeljin are<br />
uncertain; sometimes there seem to be many<br />
names that refer to one entity, or a given Incarna<br />
is attributed with different areas of influence.<br />
<strong>The</strong> most recent accountings that the <strong>It</strong>haeur<br />
share with one another charge these monstrous<br />
beings with embodying specific sins recognized<br />
by most human cultures, of which the traditional<br />
Christian seven deadly sins are but a portion.<br />
Most assume that this most current list is by its<br />
nature incomplete, merely detailing the names<br />
most commonly spoken.<br />
Carnala, Lady of Lust<br />
Mammon, Feeder of Greed<br />
Maastraac, Master of Envy<br />
Baalphegor, King of Gluttony<br />
Lamashtu, Calipha of Pride<br />
Beliar, Slave to Sloth<br />
Asmodai, Queen of Wrath<br />
Pseulak, Minister of Deception<br />
Thurifuge, Architect of Violence<br />
BARRENS<br />
Some areas of the spirit world have been blasted and<br />
drained, leached of all the Essence that would ordinarily<br />
sustain a spirit ecology. <strong>The</strong>se are the Barrens, areas<br />
of spiritual drought. Sometimes Barrens arise when the<br />
Gauntlet grows too thick, and the symbiotic relationship<br />
<strong>The</strong> Other World<br />
259