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Werewolf: The Forsaken - Blank It

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+ Primal Urge. If such danger or moral defiance is not evident<br />

when the Gift is activated, the victim gains a second<br />

contested roll with a +3 modifier if obeying orders does<br />

come into question. For example, a victim given the command<br />

“Remain in this building until I return” does not<br />

gain a bonus on the contested roll, but is allowed a second<br />

roll to break the Gift’s effects if the building catches fire<br />

before the werewolf’s return.<br />

<strong>The</strong> Gift’s effects last for 10 minutes per success<br />

achieved on the activation roll, or until the command is<br />

completed. <strong>It</strong> cannot be used on the same subject again<br />

that day.<br />

Exceptional Success: <strong>The</strong> most successes are rolled<br />

for the Gift user, and five or more are achieved. <strong>The</strong> target<br />

does not gain a second roll to break the compulsion if<br />

a situation involving danger or defying her moral code<br />

arises.<br />

ELEMENTAL GIFT S<br />

Werewolves closest to the natural environment,<br />

among them the Hunters of Darkness, claim predominant<br />

affinity with these Gifts. Control of the elements<br />

and forces of nature, such as wind, fire, water and earth,<br />

are among the powers that werewolves may learn from<br />

Elemental Gifts. Logically, spirits somehow related to<br />

nature or specific elements teach these powers. <strong>The</strong> skill of<br />

the user depends on her physical might, as well as on her<br />

connection to the spiritual world.<br />

While these Gifts as written reflect use of one specific<br />

element, Storytellers may optionally introduce four separate<br />

Elemental lists, substituting any of the four classical<br />

elements as needed. For example, Call Water could be<br />

Call Fire instead, with similar overall effects. Invoke the<br />

Wind could be Invoke the Earth, and so on.<br />

Call Water (•)<br />

Any animal knows that even a small pool of water<br />

can mean the difference between life and death. Such is<br />

the purpose behind this Gift, which can draw a few cups<br />

of water into the hands of a werewolf, even in a desert.<br />

Cost: None<br />

Dice Pool: Stamina + Survival + Purity<br />

Action: Instant<br />

After invoking this Gift, the character creates the<br />

element of water between his hands seemingly from thin<br />

air, at least enough to stave off death from dehydration.<br />

(See “Deprivation,” World of Darkness Rulebook, p. 175)<br />

<strong>The</strong> character creates one cup of water for every success<br />

rolled — the excess overflowing his hands either into a<br />

container or just onto the ground. <strong>The</strong> Gift cannot be<br />

invoked more than once an hour.<br />

Manipulate Earth (••)<br />

<strong>The</strong> dust of the earth becomes as malleable as clay<br />

in the werewolf’s hands. This Gift is useful for a variety<br />

of things, such as forming a protective earthen shelter or<br />

quickly concealing loved ones from enemies. <strong>The</strong> character<br />

touches the ground, and it seems to do her bidding.<br />

Cost: 1 Essence<br />

Dice Pool: Dexterity + Crafts + Cunning<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: Earth-spirits recoil at the werewolf’s<br />

fumbling. Any spirits of earth or stone become more<br />

hostile. Social rolls made toward those spirits suffer a –2<br />

penalty, as do Gift-activation rolls or rite-activation rolls<br />

made within 24 hours that involve such spirits.<br />

Failure: <strong>The</strong> Gift is unable to shape more than a few<br />

ounces of dirt.<br />

Success: <strong>The</strong> werewolf can shape a surface area of<br />

roughly 100 square feet or a volume of roughly 40 cubic<br />

feet. <strong>The</strong> Gift is ideal for creating a quick foxhole or small<br />

escape tunnel. This power can sculpt earth, but not stone,<br />

concrete or metal. Changes made are permanent.<br />

Exceptional Success: <strong>The</strong> werewolf can sculpt stone<br />

as well as earth, though not metal or man-made substances<br />

such as asphalt.<br />

Command Fire (•••)<br />

Fire’s flames can both soothe the spirit and sear the<br />

flesh. This Gift shows the strong connection werewolves<br />

have with this element, even to the point of commanding<br />

fire to burn enemies or to cease its scorching wrath.<br />

Cost: 1 Essence<br />

Dice Pool: Strength + Survival + Glory<br />

Action: Instant<br />

<strong>The</strong> character can’t summon fire from nothingness,<br />

but if open flames such as a nearby campfire or burning<br />

torch are within sight, she can command the flames at<br />

will, even having them arc through the air. <strong>The</strong> werewolf<br />

may cause one point of fire damage per success to a single<br />

target within line of sight. <strong>The</strong> target must be within 20<br />

yards of an existing source of flame. <strong>The</strong> roll to attack<br />

someone with fire is penalized by the victim’s Defense and<br />

any cover or concealment involved. In addition, armor<br />

may offer some protection against the attack. (See “Fire”<br />

in the World of Darkness Rulebook, p. 180.)<br />

This Gift can also be used more simply, to spread<br />

an existing fire to a larger area (doubling the fire’s rate of<br />

growth) or to stop a fire from progressing toward a forest or<br />

settlement. This more exacting control lasts for as long as<br />

the werewolf concentrates. <strong>It</strong> is demanding, however, and<br />

imposes a –2 penalty on the activation roll.<br />

Invoke the Wind’s Wrath (••••)<br />

This Gift in many ways expresses the primal anger<br />

and inner turmoil of the werewolf’s spirit. <strong>The</strong> wind can<br />

be a fearsome ally, able to destroy flesh as well as metal,<br />

wood and stone. When a werewolf calls upon the wind,<br />

great destruction is sure to follow.<br />

Cost: 2 Essence<br />

Elemental Gifts<br />

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