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Werewolf: The Forsaken - Blank It

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82<br />

Chapter II: Character<br />

Dealing with spirits is a dangerous business by any<br />

standard. <strong>The</strong> <strong>It</strong>haeur is equipped to face the challenge,<br />

but is also burdened with the duty to do so. <strong>The</strong> <strong>It</strong>haeur<br />

must continue farther down the shaman’s path than any<br />

other werewolf. She cannot walk away from the frightening<br />

aspects of spirit interaction or ignore places where the<br />

spirit world is bleeding and diseased. Any of the People<br />

can interact with relatively friendly spirits, but the <strong>It</strong>haeur<br />

is the one who must wrestle the most malicious and poisonous<br />

spirits into submission.<br />

<strong>The</strong> <strong>It</strong>haeur is the final authority on all things dealing<br />

with the spirit world. She guides any trips into the<br />

Shadow and uses her powers to dominate spirits when<br />

Elodoth’s negotiations fail. She is also a crafter of fetishes,<br />

and probably knows more rites than her packmates. A<br />

pack without an <strong>It</strong>haeur is at an immediate disadvantage<br />

when dealing with spirits, particularly aggressive ones.<br />

Although all werewolves can deal with spirits to some<br />

degree, the world they inhabit is sufficiently hostile that a<br />

pack needs any edge it can get.<br />

Primary Renown: Wisdom<br />

Specialty Skills: Animal Ken, Medicine, Occult<br />

Gift Lists: Crescent Moon, Elemental, Shaping<br />

Auspice Ability: Ritual Master. <strong>It</strong>haeur purchase<br />

the Rituals trait and rites at reduced experience cost.<br />

When buying Rituals, an <strong>It</strong>haeur pays the new dots x 4 in<br />

experience (instead of new dots x 5). An <strong>It</strong>haeur who buys<br />

rites with experience points need only spend a number of<br />

experience equal to the rite dots (instead of rite dots x 2).<br />

<strong>The</strong> Change: For an <strong>It</strong>haeur, the First Change is<br />

a revelation, as she becomes vividly aware of the spirit<br />

world around her. Spirits trapped in the physical world<br />

might be drawn to her, or she might see across the<br />

Gauntlet to witness the Shadow Realm firsthand. <strong>It</strong><br />

can be a terrifying and sometimes lethal experience. A<br />

powerful spirit might take notice and choose not to let<br />

this potential <strong>It</strong>haeur grow up to eventually threaten it.<br />

<strong>The</strong> things a new <strong>It</strong>haeur sees during her First Change<br />

might haunt her, but they also give her motivation to<br />

follow her auspice.<br />

Quote: You can’t smell it, can you? <strong>The</strong> street bleeds<br />

here, and its wound is diseased. We must move quickly. Break<br />

the glass of those street lamps. We must blind the thing before<br />

I begin.<br />

IRRAKA: NEW MOON, STALKER<br />

Those who change under the new moon are strange<br />

and unpredictable — moonless <strong>Forsaken</strong> with no guiding<br />

star. Luna’s blessing to the Irraka is the ability to walk<br />

unseen, the gift of deception.

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