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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.

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