“It’s not a wall. It’s more like water you have to push through. And sometimes there are things in it.”
The Gauntlet is the barrier between the physical world and the Shadow. It is not a door. It is more like a thick, invisible membrane that separates the two worlds. To cross from one to the other, you have to push through it. The Forsaken call this act Reaching.
The Gauntlet’s thickness varies. In places crowded with people, it is thick and hard to push through. In remote wilderness or places heavy with spiritual energy, it thins. At a locus, it is at its weakest.
Gauntlet Strength
Gauntlet strength is measured as a number. Higher numbers mean the barrier is thicker and harder to cross. The strength also acts as a dice penalty when rolling to cross.
Location | Strength | Dice Modifier |
Dense urban area (downtown, city center) | 5 | –3 |
City suburbs, towns | 4 | –2 |
Small towns, villages | 3 | –1 |
Wilderness, countryside | 2 | 0 |
Locus | 1 | +2 |
Verge (no Gauntlet at all) | 0 | n/a |
These are guidelines, not fixed rules. A deserted graveyard in the middle of a city might have a thinner Gauntlet than the streets around it. A factory pumping out emotional resonance might thin the Gauntlet even in a dense urban area.
How to Cross: Reaching
Most werewolves need a locus to cross the Gauntlet. You physically touch the locus (or, in the Shadow, consume the strange Essence around it) and push through.
To enter the Shadow: Roll 10 minus your Harmony. Apply the Gauntlet’s dice modifier.
To enter the Flesh: Roll your Harmony. Apply the Gauntlet’s dice modifier.
Time to cross: Two turns per level of Gauntlet strength. You vanish at the start and reappear on the other side when the time is up.
Instant crossing: If you roll an exceptional success or spend a point of Essence, you cross instantly.
While crossing: You are safe from attack but can’t move or act. You hang in a gray, misty void until you emerge.
Crossing Modifiers Staring into a reflective surface: +1 to the roll Crossing into the Shadow during the day: –2 to the roll Crossing into the Flesh during the day: +2 to the roll |
Crossing Without a Locus
Some werewolves don’t need a locus at all. Werewolves with Harmony 3 or lower are so close to the spirit world that they can step into the Shadow from anywhere. Werewolves with Harmony 8 or higher can step back into the Flesh from anywhere. Everyone else needs a locus — or a friend who has one.
Loci: The Crossing Points
A locus is a place where the Gauntlet is at its thinnest. It forms around an object, location, or sometimes even a person that has built up a strong concentration of spiritual energy. Every locus has a resonance — a flavor of Essence that matches whatever created it. A locus that formed around a place where someone died in agony might radiate pain. One that formed in a beloved garden might radiate peace.
Locus Rating | Zone of Influence | Essence per Day |
• | 2 yards | 3 |
•• | 15 yards | 6 |
••• | A floor of a building, a forest clearing | 9 |
•••• | A whole building, a section of forest | 12 |
••••• | A city block, a lake | 15 |
Loci are incredibly valuable. Both werewolves and spirits need them. Controlling a locus means you control a crossing point, a source of Essence, and a strategic resource that everyone in the area wants. Wars have been fought over loci. Protect yours.
The Hosts: Threats to the Gauntlet
Two types of creature threaten the Gauntlet itself. The Beshilu (spider-rats) gnaw the Gauntlet thin, trying to merge the two worlds. The Azlu (spider-hosts) spin webs on the Shadow side, reinforcing the Gauntlet and trapping anything that tries to cross. Both are shartha — the sacred prey of the Hunters in Darkness — and both are extremely dangerous. If you find signs of either in your territory, report it to your pack immediately.