Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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110<br />
Chapter II: Character<br />
Cost: 1 Willpower<br />
Dice Pool: Presence + Intimidation + Glory versus<br />
Composure + Primal Urge<br />
Action: Contested; resistance is reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> Gift fails completely. <strong>The</strong><br />
werewolf cannot use any Dominance Gifts on the subject<br />
for the rest of the scene.<br />
Failure: Successes rolled tie or the subject gets the<br />
most. <strong>The</strong> target feels no compulsion to obey.<br />
Success: <strong>The</strong> most successes are rolled for the Gift<br />
user. This Gift affects a single target, who must obey the<br />
command given. <strong>The</strong> words a character selects for his order<br />
must be specific and straightforward, and the command<br />
cannot take more than a minute to carry out. <strong>The</strong> user<br />
can’t direct a target to take any action that would conceivably<br />
bring harm to herself or others, or to do anything that<br />
would be drastically out of character. In particular, the<br />
Gift does not function at all if the subject is in combat or<br />
otherwise distracted by a very real danger to her safety. <strong>It</strong>’s<br />
a useful Gift, however, for telling a person to “step outside<br />
for a minute.” <strong>The</strong> target remembers that her will was not<br />
her own but might rationalize her obedience as a moment of<br />
weakness rather than supernatural coercion.<br />
Exceptional Success: As success, but the target is<br />
sure to rationalize her obedience.<br />
Voice of Command (•••)<br />
At this level of Dominance, the werewolf learns to<br />
voice more complex and subtle decrees, in a tone that<br />
demands attention and respect. A thread of anger runs<br />
through the werewolf’s words, making everyone in earshot<br />
take notice of his declarations.<br />
When activated, this Gift affects up to three targets,<br />
each of whom contests the roll separately. <strong>The</strong> player suffers<br />
a –1 penalty on the activation roll for each intended<br />
target after the first. <strong>The</strong>refore, some subjects might obey<br />
while others resist.<br />
Cost: 1 Essence<br />
Dice Pool: Manipulation + Intimidation + Honor versus<br />
Resolve + Primal Urge<br />
Action: Contested; resistance is reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> Gift fails completely. <strong>The</strong><br />
werewolf cannot use any Dominance Gifts on anyone for<br />
the rest of the scene.<br />
Failure: An intended target feels no compulsion to obey.<br />
Success: Affected targets react swiftly to the command.<br />
<strong>The</strong> werewolf’s orders can have two or three<br />
specific directions, but these orders can’t cause direct<br />
harm to the targets or to anyone else, and cannot defy the<br />
subjects’ identities or sense of self. A typical command<br />
might be, “Hide these bodies in the deep ravine near the<br />
river.” <strong>The</strong> subjects must obey the letter of the command,<br />
although twisting the spirit is possible. Targets obey for up<br />
to five minutes per success achieved on the activation roll.<br />
<strong>The</strong> Gift cannot be used again on the same subjects that<br />
day. If the targets suffer any harm as a result of obeying<br />
the command (such as being instructed to flee, only to be<br />
struck from behind by the Gift user’s packmate as they do<br />
so), the Gift effects immediately end, and the Gift cannot<br />
be used again on the targets that day.<br />
Exceptional Success: As success, but the targets cannot<br />
twist the spirit of the command.<br />
Break the Defiant (••••)<br />
A werewolf with this level of power is able to project a<br />
force of presence that strips away a target’s desire to resist.<br />
<strong>The</strong> werewolf snarls in a tone full of menace, chilling the<br />
target to the marrow.<br />
Cost: 1 Essence<br />
Dice Pool: Presence + Intimidation + Purity – subject’s<br />
Resolve<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> Gift fails completely. <strong>The</strong><br />
werewolf cannot use any Dominance Gifts for the rest of<br />
the scene.<br />
Failure: <strong>The</strong> target is unaffected.<br />
Success: <strong>The</strong> target immediately loses a number of<br />
Willpower points equal to the number of successes rolled<br />
for the Gift user. This Gift can be used only once on any<br />
given target in a day.<br />
Exceptional Success: No additional bonus is levied<br />
apart from the crippling amount of Willpower lost.<br />
Tug the Soul’s St rings (•••••)<br />
With this level of mastery, a werewolf understands<br />
genuine coercion, forcing others to do things even against<br />
their will. While the affected person doesn’t harm himself,<br />
the werewolf calling upon this Gift can incite her to<br />
perform deeds that defy her identity and to cause harm to<br />
others, even if the target is normally harmless and gentle.<br />
Cost: 1 Essence<br />
Dice Pool: Manipulation + Persuasion + Cunning<br />
versus Resolve + Primal Urge<br />
Action: Contested; resistance is reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> Gift fails completely. <strong>The</strong><br />
werewolf cannot use any Dominance Gifts for the rest of<br />
the scene.<br />
Failure: An equal number or more successes are<br />
rolled for the subject. She does not obey.<br />
Success: <strong>The</strong> most successes are rolled for the character<br />
using this Gift, and he issues a single, straightforward<br />
command. <strong>The</strong> werewolf can force a target to do things<br />
she wouldn’t normally do, including hurting other people<br />
or placing herself in danger. If the command would place<br />
the victim in danger or force her to go against her moral<br />
code, however, three dice are added to the target’s Resolve