Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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Cost: None<br />
Dice Pool: Wits + Occult + Wisdom<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> landscape across the Gauntlet<br />
overwhelms the character’s senses rather than dividing<br />
them evenly. He is subject to the normal penalties for<br />
peeking across the Gauntlet (see p. 252), for the remainder<br />
of the scene. Crossing the Gauntlet during this period<br />
only causes his perceptions to shift back to the other side,<br />
rather than clearing up the problem.<br />
Failure: <strong>The</strong> character cannot peer across the Gauntlet.<br />
Success: <strong>The</strong> character can see and understand what’s<br />
happening on both sides of the Gauntlet without penalty.<br />
Exceptional Success: In addition to sight, the character<br />
can divide his sense of either smell or hearing across<br />
the Gauntlet as well.<br />
Read Spirit (••)<br />
<strong>The</strong> spirit servants of Luna see and know more than<br />
they let on, and wise <strong>It</strong>haeur can gain a portion of their<br />
<strong>It</strong>haeur allies’ insight for their own. As a reward for such<br />
wisdom, the spirits of the Crescent Moon Choir share<br />
what information they have, singing in a high, lilting<br />
whisper that only a werewolf using this Gift can hear.<br />
With the expenditure of one Essence point and a<br />
single success achieved on an Intelligence + Occult +<br />
Cunning roll, the werewolf hears an internal voice like<br />
that of the ethereal <strong>It</strong>halunim. <strong>The</strong> voice reveals the<br />
name, type and Rank of a spirit under scrutiny. Another<br />
pertinent fact is also gained for each success after the<br />
first. “Pertinent facts” include the spirit’s Power, Finesse or<br />
Resistance score; its Willpower; its Essence; its Speed; or<br />
what Charms it has (on a one-Charm-per-success basis).<br />
<strong>The</strong>se revelations are always couched in in-character<br />
terms. <strong>The</strong> Gift reveals that a spirit “has an exceptional<br />
strength of will,” not that the spirit “has Willpower 9.”<br />
This Gift may be used only once on any given spirit during<br />
a particular scene.<br />
<strong>The</strong> <strong>It</strong>haeur’s player decides the facts for which her<br />
successes count. If the <strong>It</strong>haeur is exceptionally lucky,<br />
the Lune might also reveal an even more interesting<br />
fact about the spirit. Such facts include what the spirit<br />
was doing at a specific time, what ban it asks of werewolf<br />
supplicants, what languages it speaks other than the First<br />
Tongue or what obscure behavior might offend it.<br />
Alternatively, if the player wants to roleplay the use of<br />
this Gift as an actual scene and an <strong>It</strong>halunim Lune is on<br />
hand, you may choose to have the Lune truthfully answer<br />
one question per success on the Intelligence + Occult<br />
+ Cunning roll. For the sake of the scene, the Lune in<br />
question is assumed to know the answers to the werewolf’s<br />
questions. Getting the Lune to give those answers, however,<br />
is a matter of roleplaying and dice rolling.<br />
<strong>The</strong> spirit to be read need not be under the werewolf’s<br />
power or even be present for this Gift to work, but the<br />
<strong>It</strong>haeur has to have at least had some personal experience<br />
with the spirit in order to invoke this Gift. (One scene of<br />
any sort of interaction suffices for a spirit that is not present.)<br />
If she’s only read about a particular spirit or heard<br />
stories about it, the knowledge of the <strong>It</strong>haeur doesn’t help.<br />
This power does not give information about ghosts or<br />
supernatural beings who use a power to render themselves<br />
immaterial (such as vampires using the Twilight Projection<br />
power). Nor does it offer information on werewolves,<br />
Beshilu, Azlu or other creatures of both flesh and spirit.<br />
Cost: 1 Essence<br />
Dice Pool: Intelligence + Occult + Cunning<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> Lune’s response is filtered<br />
through a haze of lunar madness, offering inaccurate<br />
information about the spirit.<br />
Failure: <strong>The</strong> Gift does not provide answers to the<br />
<strong>It</strong>haeur’s question; she is met with silence or perhaps by<br />
garbled lunatic nonsense.<br />
Success: <strong>The</strong> Gift reveals the spirit’s name (if it has<br />
an individual name), type and Rank, as well as one additional<br />
fact per success rolled after the first.<br />
Exceptional Success: As a success, and the Lune<br />
reveals one specific fact about the spirit that could prove<br />
pertinent to the plot of the story.<br />
Gauntlet Cloak (•••)<br />
As an <strong>It</strong>haeur’s understanding of the workings of the<br />
spirit world grows, he begins to learn how to manipulate<br />
the Gauntlet itself. <strong>The</strong> first step in doing so lies in pulling<br />
at the warp and weft of it to draw it around himself protectively,<br />
partially immersing himself in the spirit boundary<br />
without crossing over. When a werewolf activates this<br />
Gift, the very stuff of the Gauntlet swirls around and over<br />
him, partially obscuring him behind a shifting membrane<br />
that appears to be made of the nighttime Hisil sky.<br />
Use of this Gift inflicts a –2 penalty upon mundane and<br />
supernatural attempts to spot the character, as well as a –1<br />
penalty against attempts to recognize the character should<br />
someone spot her. <strong>The</strong> effect also offers a –2 concealment<br />
modifier against ranged attacks. A character who is already<br />
substantially concealed (–3 to ranged attacks made against<br />
her) now imposes a –5 penalty to incoming ranged attacks.<br />
See the World of Darkness Rulebook, p. 162, for details on<br />
concealment. <strong>The</strong>se effects last for a number of turns equal<br />
to the number of successes achieved on the Dexterity + Occult<br />
+ Purity roll. A character may cross the Gauntlet after<br />
activating this Gift, but she receives no special bonuses to the<br />
attempt. If she wishes to be cloaked again when she arrives<br />
on the other side, she must re-activate the power.<br />
Due to the effort it takes to enwrap oneself and disentangle<br />
oneself from the Gauntlet, a werewolf cannot use<br />
Between the Weave or Crash the Gates during a turn in<br />
which he’s using Gauntlet Cloak.<br />
Crescent Moon Gifts<br />
105