Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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104<br />
Chapter II: Character<br />
resolved peacefully, supernatural powers and<br />
capabilities can be brought to bear to decide<br />
which creature prevails.<br />
In this book, Gifts are applied against ordinary<br />
human beings and other werewolves. In those cases,<br />
the rules operate as written. <strong>The</strong>re’s little question<br />
as to what protection a target might have. A<br />
regular person probably has little protection other<br />
than his relevant Resistance Attribute, and another<br />
Uratha has the protection described for the power<br />
in question. For example, a werewolf who’s made<br />
the target of the Loose Tongue Gift has a contested<br />
dice pool composed of Composure + Primal Urge.<br />
Meanwhile, a human target has only his Composure<br />
to apply in a contested roll against a werewolf’s<br />
Manipulation + Persuasion + Wisdom. (After all, an<br />
ordinary person has no Primal Urge.)<br />
So what happens when one of the <strong>Forsaken</strong><br />
encounters a supernatural being and is subjected<br />
to the powers that creature wields? How do the<br />
werewolf’s inherent nature or capabilities protect<br />
him? When a contested roll is made to determine<br />
the power’s effects, the werewolf’s relevant<br />
Resistance Attribute + Primal Urge is rolled.<br />
<strong>The</strong> Resistance Attribute is either the Stamina,<br />
Resolve or Composure. Stamina is used against<br />
powers that have a physical effect, Resolve is<br />
used against powers that have a mental effect,<br />
and Composure is used against powers that have<br />
an emotional effect.<br />
For example, if a mortal mage seeks to<br />
transform your werewolf’s body, roll Stamina +<br />
Primal Urge in a contested action to resist. If a<br />
vampire tries to use the powers of the undead to<br />
alter your character’s mind, roll Resolve + Primal<br />
Urge to resist. If a mysterious creature seeks to<br />
strike terror into your werewolf, roll Composure<br />
+ Primal Urge to resist.<br />
Otherwise, follow all the other rules that<br />
apply to the power used. <strong>The</strong> main difference is<br />
that the <strong>Forsaken</strong> benefit from their Primal Urge<br />
in resisting supernatural phenomena.<br />
<strong>The</strong> Storyteller can invoke this general rule<br />
whenever he confronts your character with monsters<br />
of his own creation — weird beings that might<br />
have never been seen before. Or he can allow you<br />
this kind of contested roll when your <strong>Werewolf</strong><br />
chronicle overlaps with Vampire: <strong>The</strong> Requiem,<br />
Mage: <strong>The</strong> Awakening or any other Storytelling<br />
game. When the Disciplines, spells or other powers<br />
from those games are turned upon your character,<br />
you know that his inherent potency as Luna’s chosen<br />
may afford him some protection.<br />
Note, however, that such protection doesn’t<br />
apply when no contested roll is allowed against<br />
the power in question. Say the Storyteller rolls<br />
a dice pool to determine the effects of a witch’s<br />
spell cast on your werewolf, and the rules say<br />
your character’s Resolve is simply subtracted<br />
from that pool. In that case, your character’s<br />
Primal Urge is not subtracted from the pool.<br />
Since no contested roll is involved to fight off<br />
the power, your character’s Resistance Attribute<br />
alone applies as a dice-pool penalty.<br />
Be prepared! Just as the Uratha get<br />
special defenses against the powers of other<br />
supernatural entities, so too do those beings<br />
get extra benefits against werewolf Gifts.<br />
When Gifts are combated with contested<br />
rolls, creatures such as vampires and mages<br />
get special dice pools based on their own<br />
otherworldly nature, substituting their own<br />
traits where a werewolf would use Primal Urge.<br />
<strong>The</strong>ir extra protection is addressed in Vampire:<br />
<strong>The</strong> Requiem, Mage: <strong>The</strong> Awakening and other<br />
Storytelling games.<br />
CRESCENT MOON GIFT S<br />
<strong>The</strong> Shadow Realm is a dangerous place of ideas and<br />
knowledge given shape. Charged with the task of deciphering<br />
this knowledge and confronting the dark side of<br />
the spirit world, <strong>It</strong>haeur take special care to explore and<br />
learn as much about the Shadow as they can. <strong>The</strong> spirits<br />
of the Crescent Moon Choir favor such pursuits, in their<br />
own aloof way. <strong>It</strong> is up to the People, however, to temper<br />
their intellectual curiosity with restraint, lest a lack of<br />
wisdom lead them into trouble and make an unfavorable<br />
impression on the <strong>It</strong>halunim.<br />
<strong>The</strong> following Gifts are available only to <strong>It</strong>haeur.<br />
Two-World Eyes (•)<br />
Although they’re creatures of two worlds, the Uratha<br />
can exist fully in only one or the other. <strong>The</strong>y can look from<br />
one to the other or cross the boundary that separates them,<br />
but doing so is still an all-or-nothing proposition. <strong>It</strong>haeur,<br />
however, can peer across the line between worlds without<br />
sacrificing their perception of either. In one eye, the werewolf<br />
sees the physical world, while in the other eye, she sees<br />
what happens in the corresponding area of the Shadow.<br />
<strong>The</strong> eye that sees the world that the werewolf does not currently<br />
inhabit films over with the deep indigo of the night<br />
sky, lit by pinpoints of starlight.<br />
None of the werewolf’s senses except sight stretch<br />
across the Gauntlet while this Gift is active, but the werewolf<br />
suffers no penalties for having her attention divided.<br />
<strong>The</strong> effect lasts for as many turns as the player rolls successes.<br />
<strong>The</strong> presence or influence of a locus has no effect<br />
on the use of this Gift.<br />
Using this Gift does not make characters on the<br />
opposite side of the Gauntlet aware of your character’s<br />
attention. Mundane effects that impair your character’s<br />
eyesight (such as a flashbulb going off in his face, a smoke<br />
grenade occluding the air, or simple darkness) impose the<br />
same penalties while the character’s attention is divided as<br />
they normally would.