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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

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