Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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106<br />
Chapter II: Character<br />
Cost: 1 Essence<br />
Dice Pool: Dexterity + Occult + Purity<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> character does not manipulate<br />
the Gauntlet to his advantage. In fact, he warps it in<br />
such a way that he tears it. This tear reseals itself instantly<br />
like the walls of a burst blood vessel, but a hostile spirit<br />
in the area might take the opportunity to leap from the<br />
Shadow to the physical world. (<strong>The</strong> tear does not allow<br />
any being other than a spirit to cross over, though.)<br />
Failure: <strong>The</strong> character is unable to manipulate the<br />
Gauntlet.<br />
Success: <strong>The</strong> character manipulates the Gauntlet, accruing<br />
the listed bonuses and inflicting the listed penalties.<br />
Exceptional Success: <strong>The</strong> character’s split condition<br />
inflicts a –3 penalty on ranged attacks (as if she were substantially<br />
concealed), as well as a +1 bonus to the <strong>It</strong>haeur’s<br />
Defense against close-combat attacks.<br />
Between the Weave (••••)<br />
As a <strong>It</strong>haeur’s mastery of the ways of the spirit world<br />
grows, she learns even better how to manipulate the Gauntlet.<br />
She is now adept at finding and slipping through local<br />
points of least resistance, making travel between worlds all<br />
but effortless. In a locus’ area of influence, she is perhaps the<br />
most dangerous member of her pack.<br />
A werewolf using this Gift can cross the Gauntlet as a<br />
reflexive action and still take an action in the same turn. She<br />
can leap through the Gauntlet and attack an opponent, for<br />
example, inflicting a surprise penalty on her foe (unless her<br />
foe is using Two-World Eyes at that very moment or succeeds<br />
on a reflexive Wits + Composure roll at a –4 penalty). She<br />
could also escape a particularly gruesome situation in one<br />
world and spend a few moments regenerating in the other<br />
before rejoining the fray. She could even attack a foe then<br />
disappear across the Gauntlet before the foe has a chance to<br />
take an action. If she’s of a mind to really devour her Essence,<br />
she can slip back and forth across the Gauntlet multiple times<br />
in a combat situation to disorient enemies or help embattled<br />
allies who are across the Gauntlet from each other.<br />
Using this Gift only makes crossing the Gauntlet a<br />
reflexive action, however. <strong>It</strong> does not grant the character<br />
any additional actions. Also, this Gift still requires the<br />
<strong>It</strong>haeur to be within the area of influence of a locus. <strong>It</strong><br />
only allows her to step sideways quickly, not to step sideways<br />
anywhere.<br />
Cost: 1 Essence<br />
Dice Pool: No roll is required.<br />
Action: Reflexive<br />
Crash the Gates (•••••)<br />
<strong>The</strong> <strong>It</strong>haeur’s knowledge of the nature of the Gauntlet<br />
has grown such that she can extend the effect of the<br />
Gift: Between the Weave to her packmates. As with<br />
Between the Weave, this Gift does not allow for instantaneous<br />
side-stepping away from a locus.<br />
<strong>The</strong> effects are the same as for Between the Weave,<br />
but the <strong>It</strong>haeur must spend one point of Essence per packmate<br />
she intends to usher across the Gauntlet in addition<br />
to the Essence she must spend on her own behalf. This<br />
Gift works only for the <strong>It</strong>haeur and her packmates, and<br />
each packmate must be present, conscious and willing to<br />
cross the Gauntlet with the others. <strong>The</strong> unconscious and<br />
the unwilling will be left behind, and the <strong>It</strong>haeur does not<br />
have to pay the Essence cost for them.<br />
Most packs who use this Gift to good effect do so as a<br />
way to launch devastating surprise attacks on those who have<br />
entered the heart of their territory. Should they try to use the<br />
tactic once combat has already started (i.e., once Initiative<br />
has already been rolled), they do so on the <strong>It</strong>haeur’s Initiative.<br />
Characters who act before the <strong>It</strong>haeur can attack a foe on the<br />
same side of the Gauntlet before crossing over in that turn,<br />
but they cannot attack a foe on the opposite side unless they<br />
delays their actions until after the <strong>It</strong>haeur has acted. Characters<br />
whose Initiative falls after the <strong>It</strong>haeur’s cross over with<br />
the rest of their packmates, but they don’t have a chance to<br />
act until after they have crossed over. <strong>The</strong> <strong>It</strong>haeur can take<br />
an action before or after crossing the Gauntlet, but not both<br />
in that same turn. <strong>The</strong> <strong>It</strong>haeur’s packmates cross the Gauntlet<br />
only in the same direction as the <strong>It</strong>haeur does. <strong>The</strong>y can’t<br />
pass like ships in the night just because the <strong>It</strong>haeur is using<br />
this Gift.<br />
<strong>The</strong> experience cost to learn this Gift is doubled if<br />
the character does not already know Between the Weave.<br />
Cost: 1 Essence + (1 Essence per additional packmate)<br />
Dice Pool: No roll is required<br />
Action: Instant<br />
DEATH GIFT S<br />
Some cultures claimed that the wolf was the messenger<br />
between life and death, the one who walked between both<br />
worlds. In part, these legends reflect the legend of Father<br />
Wolf. In part, though, they are also real. <strong>The</strong>y reflect the<br />
secrets of mortality uncovered by Death Wolf, and later<br />
passed onto her Bone Shadow children. Gifts of Death allow<br />
a werewolf to manipulate the border between this world<br />
and the next in subtle but effective ways. <strong>The</strong>y are usually<br />
taught by death-spirits or by spirits of animals associated<br />
with death (such as vultures, serpents, ravens or jackals).<br />
Death Sight (•)<br />
To understand something, one must first be able to<br />
perceive it. <strong>The</strong> werewolf with this Gift is able to adjust<br />
his sight to see the impressions left by death. He can see<br />
ghosts and perceive the spiritual imprint left where a<br />
person or higher animal died, though the knowledge could<br />
bring him grief. While this Gift is in effect, a character’s<br />
eyes turn a milky white, as if covered with cataracts, but<br />
he can still perceive what’s going on around him.<br />
Cost: None