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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

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