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.
lists include Half Moon, Insight, Death and Warding)<br />
seeks to learn a Weather Gift, it costs extra experience<br />
points because it’s not connected to her auspice or tribe,<br />
and it’s not on one of the “common” lists.<br />
<strong>The</strong>re is no limit to the sheer number of Gifts a werewolf<br />
can know. If you want to spend the experience, and<br />
your character can appease the appropriate spirit, she can<br />
acquire a new Gift. Learning a Gift takes very little time<br />
compared to learning a new Skill or Fighting Style Merit.<br />
<strong>It</strong> takes about an hour per level of the Gift. Learning time<br />
is often offset, however, by the time required to perform<br />
the tasks a spirit teacher asks in return for its favor.<br />
Your character does not have to learn the Gifts of a<br />
given list sequentially, either. An <strong>It</strong>haeur may have the<br />
three-dot <strong>It</strong>haeur Gift: Gauntlet Cloak without first learning<br />
the two-dot Gift: Read Spirit, as long as her highest<br />
primary Renown is at least 3.<br />
Your character might learn a new Gift without knowing<br />
its predecessors on a list when one of her Renown<br />
traits is increased. Say her Wisdom Renown is increased<br />
from 2 to 3. That means she gets a three-dot Gift from<br />
one of her auspice- or tribe-affiliated lists, too. Maybe the<br />
player decides to take the three-dot Gift from the Warding<br />
list, but her character doesn’t currently have any Gifts<br />
from that list. That’s fine. She gains the three-dot power<br />
without the • or ••.<br />
Another way to learn Gifts in a list without knowing<br />
their predecessors is with experience points. In this<br />
case, the experience cost is simply higher than normal.<br />
When your character learns a Gift without first learning<br />
all those of lower level in the list, the cost to learn the<br />
new Gift increases by three experience points per Gift<br />
that is skipped. <strong>The</strong>refore, learning a four-dot Gift from an<br />
auspice or tribal affinity list without first learning the appropriate<br />
two-dot and three-dot Gifts costs 26 experience<br />
points instead of the usual 20. Similarly, if a four-dot Gift<br />
is learned from a list that’s not affiliated with auspice or<br />
tribe (or that is not from one of the common lists) while<br />
skipping the first three Gifts on the list, the Gift costs 37<br />
experience points instead of 28.<br />
Skipping dots in a Gift list does not allow you to<br />
ignore your character’s highest primary Renown trait. If<br />
your character’s highest primary Renown is 4, he can’t skip<br />
ahead to a five-dot Gift in any list.<br />
No Gifts can be skipped at character creation to learn<br />
ones of higher level. <strong>The</strong>y must be taken sequentially by<br />
starting characters.<br />
<strong>The</strong> Gift lists presented here should not be considered<br />
the only ones in existence. <strong>The</strong>se are simply the most<br />
common. Storytellers may design their own Gift lists or<br />
approve lists designed by players.<br />
USING GIFT S<br />
<strong>The</strong> basic system for using a Gift is a bit different from<br />
the standard dice-pool mechanic. <strong>The</strong> Attribute that governs<br />
a certain Gift’s use is included in the system subsection<br />
of the Gift’s description. In conjunction with that Attribute<br />
is a specific Skill that lends finesse or emphasis to the<br />
power. Note that Gifts that rely on a Physical or Social Skill<br />
are at –1 when the user lacks that Skill, while Gifts that rely<br />
on a Mental Skill are at –3 when the user is untrained.<br />
Additionally, your character’s Renown traits add dice<br />
to a pool. <strong>The</strong> result is a dice pool composed of three traits<br />
instead of the usual two for mundane tasks. For example,<br />
the first Gift in this chapter is Two-World Eyes, of the<br />
Crescent Moon list. <strong>The</strong> power lists Wits as its requisite<br />
Attribute, Occult as its requisite Skill and Wisdom as the<br />
Renown trait pertinent to it. If a character has Wits 2,<br />
Occult 3 and Wisdom 4, his player rolls nine dice to determine<br />
the margin of success of using Two-World Eyes.<br />
Other information contained in the system subsection<br />
includes the following:<br />
• Trait costs, if any, such as Essence or Willpower<br />
expenditures. If a point of Essence or Willpower is spent<br />
to activate a Gift and the activation roll (if any) fails, the<br />
point is still lost though the activation fails.<br />
• Bonuses or penalties to dice pools based on circumstance.<br />
<strong>The</strong>se lists are not exhaustive, just a few commonly<br />
encountered situations that a character using the Gift might<br />
experience. As always, the Storyteller is free to modify these<br />
circumstances in any additional ways he sees fit.<br />
• Other specific details that need to be described in<br />
game terms.<br />
Suggested Modifiers for Gift Use<br />
Modifier Situation<br />
+2 In the area of influence of a powerful locus<br />
(rated ••••+)<br />
+1 In the area of influence of a locus (rated • to •••)<br />
+1 Character’s auspice moon is in the sky<br />
–1 Character has a wound marked in third to last<br />
Health box<br />
–1 Local spirits are actively hostile to Gift user<br />
–1 In the presence of a werewolf in Death Rage<br />
–2 Character has a wound marked in second to last<br />
Health box<br />
–2 Afflicted with powerful sensory stimuli<br />
(deafening noise, powerful stench, etc.)<br />
–3 Character is in a Barren<br />
–3 Character has a wound marked in last Health box<br />
–4 In the middle of a hurricane<br />
–5 Bound and gagged with silver manacles (Gifts<br />
that require a specific action or ability to speak<br />
are impossible)<br />
SUPERNATURAL CONFLICT<br />
<strong>It</strong>’s inevitable that werewolves come in<br />
contact with the other terrifying and bizarre<br />
denizens of the World of Darkness. <strong>The</strong> <strong>Forsaken</strong><br />
might clash with vampires, mages or<br />
stranger things. When such contact can’t be<br />
Gifts<br />
103