Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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114<br />
Chapter II: Character<br />
Failure: <strong>The</strong> character may still play dead, but her<br />
pulse, breathing rate and regenerative abilities don’t<br />
change, possibly giving her away.<br />
Success: <strong>The</strong> character appears to be freshly dead,<br />
displaying no discernible pulse or respiration, and she can<br />
remain in that state for up to one day. If she suffers from<br />
any wounds, they appear to have clotted with the slowing<br />
of blood, though the character receives no actual healing.<br />
(In fact, she doesn’t regenerate while this Gift is in<br />
effect.) She can revive herself at will as an instant action.<br />
A contested Intelligence + Medicine roll can be made for<br />
a persistent investigator if he spends at least one scene<br />
carefully checking over the werewolf, to recognize that the<br />
“death” isn’t genuine. While “dead,” the character knows<br />
what’s going on around her, but she can’t move without<br />
ending the effect of the Gift.<br />
Exceptional Success: As success, but the character<br />
is able to regenerate her wounds at the usual rate without<br />
displaying any external sign of healing.<br />
Double Back (••••)<br />
While one facet of being clever and evasive is hiding<br />
your tracks, another aspect of wiliness is seeing when<br />
someone’s trying to pull the wool over your eyes. This Gift<br />
gives a werewolf a keen sense for deception, alerting her<br />
when things aren’t as they first appear. <strong>The</strong> effects of this<br />
power persist for the remainder of the scene.<br />
Cost: 1 Willpower<br />
Dice Pool: Intelligence + Investigation + Glory<br />
Action: Reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> character perceives a hidden<br />
hand at work where none exists.<br />
Failure: <strong>The</strong> character gains no additional information.<br />
Success: <strong>The</strong> character becomes immediately aware<br />
of all attempts at physical deception in her environment.<br />
She knows where a person has tried to hide evidence,<br />
conceal a trail or otherwise mislead a pursuer or investigator.<br />
She knows whether anyone in her area is disguised<br />
(although she cannot see through the disguises), and can<br />
tell where someone is physically hidden. This Gift doesn’t<br />
make the character aware of social deception (such as a<br />
person telling a lie) or of mystical disguises. She is, however,<br />
aware of a physical deception even if it’s mystically<br />
cloaked. For example, if a mage casts a spell of illusion<br />
to hide a wall safe, this Gift doesn’t reveal the presence<br />
of deception in the safe’s area. If the safe has also been<br />
physically hidden behind a painting, the character gets the<br />
extremely confusing sensation that something is hidden<br />
behind the picture, despite what his eyes tell him. If the<br />
safe is hidden behind a picture then the picture itself is<br />
hidden by a spell of illusion, however, this Gift doesn’t<br />
detect the physical hiding place.<br />
Exceptional Success: As success, but the werewolf<br />
also becomes aware of any mystical tampering, deception or<br />
concealment. Again, she cannot see through such things, but<br />
she’s aware of their existence. If, for example, a vampire uses a<br />
power of deception to hide itself from sight, a werewolf whose<br />
player rolls an exceptional success senses the presence of the<br />
hidden being, but not necessarily who or where he is.<br />
Fog of War (•••••)<br />
A well-ordered battle plan seldom survives being<br />
put into action. Noise, smoke, darkness and fear lead to<br />
disorganization as confusion sets in. This Gift increases<br />
chaos in any situation. SWAT teams fire on each other,<br />
intruders get hopelessly lost, and emergency instructions<br />
are garbled.<br />
Cost: 1 Essence<br />
Dice Pool: Manipulation + Expression + Honor<br />
versus Resolve + Primal Urge<br />
Action: Contested; resistance is reflexive<br />
<strong>The</strong> werewolf howls, drums or sings a song against<br />
opponents (not necessarily enemies), throwing a veil of<br />
confusion over an area. All targets within extreme hearing<br />
range (whether they notice the sound or not) get a<br />
contested roll as a reflexive action.<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> werewolf’s howl falters and<br />
conjures no fear or confusion. Fog of War cannot be used<br />
again for the remainder of the scene.<br />
Failure: Successes rolled for the werewolf are less<br />
than or equal to those rolled for a listener. <strong>The</strong> listener<br />
goes about his business unaffected for the duration of the<br />
power.<br />
Success: <strong>The</strong> most successes are rolled for the werewolf.<br />
A listener suffers a –3 penalty to all actions while the<br />
Gift remains in effect. <strong>The</strong> effect lasts as long as the werewolf<br />
concentrates on the song; he cannot engage in other<br />
strenuous or distracting activity. Inflicting any wound on<br />
the performing werewolf terminates the effect.<br />
Penalties are not cumulative. If three werewolves<br />
all invoke the Fog of War at once, potential targets must<br />
make three separate contested rolls. Failure on any of the<br />
three imposes the –3 penalty, but it doesn’t increase to –6<br />
or –9 if a target fails more than one contested roll.<br />
A user can designate subjects to go unaffected by the<br />
Gift in the turn in which the player makes the roll, but<br />
the user must designate them specifically and be able to<br />
see them when he does so. Otherwise, they are affected by<br />
default. A subject cannot be designated as immune if he<br />
hears the song once it’s already begun.<br />
Exceptional Success: Five or more successes are<br />
rolled for the Gift user, and he wins the contested action.<br />
<strong>The</strong> song need not be sung continuously. Anyone who<br />
hears it in the first turn of performance and who loses the<br />
contested roll is affected for the remainder of the scene.<br />
FATHER WOLF’S GIFT S<br />
<strong>The</strong>se Gifts represent the core strengths of the<br />
children of Father Wolf. Unlike other Gift lists, Father<br />
Wolf’s are accessible to Uratha of all tribes and auspices.