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Werewolf: The Forsaken - Blank It

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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

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