Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
112<br />
Chapter II: Character<br />
Dice Pool: Strength + Empathy + Honor Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> character stirs up a weather pattern<br />
beyond his control, such as a freak snowstorm or a bolt<br />
of lightning that strikes a random tree or building.<br />
Failure: <strong>The</strong> local winds stir a bit with no real consequence.<br />
Success: A whirlwind of terrible intensity forms immediately<br />
within 50 yards of the character. He can then set<br />
it moving in any direction he chooses (though he cannot<br />
make it change direction). <strong>The</strong> whirlwind’s radius of effect<br />
is approximately 10 feet, and it moves at the character’s<br />
unmodified base Speed. People or objects caught in that<br />
radius suffer one die of lethal damage per success rolled<br />
on the Gift’s activation roll. Anyone within the radius of<br />
effect also suffers a –4 penalty on all die rolls, and targets<br />
weighing 150 pounds or less may be lifted and thrown in<br />
a random direction. A character who is within the radius<br />
of effect can attempt to get out of harm’s way during the<br />
Gift-user’s place in the Initiative order if his action falls<br />
after that of the Gift user. His player rolls Dexterity + Athletics<br />
(though this roll suffers the –4 penalty). Even a single success allows<br />
the dodging character to get out of harm’s way, but doing so costs<br />
him his action at his own later place in the Initiative order that turn.<br />
<strong>The</strong> whirlwind dissipates after two turns. <strong>The</strong> Gift user himself can<br />
be affected by the wind if he comes in contact with it.<br />
Exceptional Success: As success, but the whirlwind remains<br />
for an additional turn.<br />
Suggested Modifiers<br />
Modifier Situation<br />
–1 Calling a whirlwind on a blustery day<br />
–3 Calling a whirlwind on a moderately windy day<br />
–5 Calling a whirlwind on an utterly calm day<br />
Lament of the River (•••••)<br />
Legends exist in almost every culture of great floods<br />
that have destroyed the known world. This powerful Gift is<br />
perhaps inspiration for those legends. <strong>The</strong> werewolf who calls<br />
upon the might of rivers and streams wields an awesome<br />
capacity for devastation and ruin.<br />
Cost: 3 Essence<br />
Dice Pool: Stamina + Intimidation + Wisdom<br />
Action: Extended (50 successes; each roll represents one<br />
minute of uninterrupted concentration)<br />
Roll Results<br />
Dramatic Failure: All accumulated successes are lost. <strong>The</strong> werewolf<br />
cannot try to use this Gift again in the same month.<br />
Failure: No successes are gained this turn.<br />
Success: Successes are gathered for the turn. When 50 are accumulated,<br />
the waters within one square mile answer the werewolf’s<br />
call and burst forth from their shores with terrible might, as<br />
if they have been swollen by a month’s rains. Storytellers should<br />
probably think of this Gift in primarily qualitative terms.<br />
Immediate effects may include the indiscriminate death of