Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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116<br />
Chapter II: Character<br />
FULL MOON GIFT S<br />
<strong>The</strong> Ralunim, the Lunes of the Full Moon Choir,<br />
expect adopted <strong>Forsaken</strong> to live up to and increase their<br />
Purity Renown, and to enforce the ideals for which it<br />
stands. <strong>The</strong> choir rewards the faithful with Gifts that<br />
display the unmistakable power of righteousness.<br />
<strong>The</strong> following Gifts are available only to Rahu.<br />
Clarity (•)<br />
<strong>The</strong> light of the full moon lends a peaceful insight into<br />
the dark of night, and the Ralunim can impart a similar<br />
sensitivity to a Rahu. But rather than cutting through literal<br />
darkness per se, this clarity cuts through the distracting haze<br />
that can cloud a warrior’s mind. Jarring himself mentally by<br />
touching the white-hot core of his soul, the werewolf burns<br />
away the fog of war and keeps his wits about him.<br />
By spending one Essence, the player increases his<br />
character’s Initiative modifier by five, greatly increasing the<br />
odds of seizing the critical first strike in any battle. <strong>The</strong><br />
Storyteller may determine that some situations are inappropriate<br />
for this Gift (such as when the character is attacked<br />
by an invisible threat). If the power is used once combat is<br />
underway, the character’s new place in the Initiative order is<br />
applied in the next turn and in all subsequent turns for the<br />
remainder of the fight.<br />
Cost: 1 Essence<br />
Dice Pool: No roll is required.<br />
Action: Reflexive<br />
Attunement (••)<br />
Violent conflict is ingrained deeply in every werewolf’s<br />
identity, and the Rahu auspice is the ultimate<br />
expression of that nature. Werewolves of the full moon<br />
thrive on combat, but even they must be careful not to let<br />
themselves get carried away. <strong>The</strong> Ralunim grant their chosen<br />
ones this Gift in the name of brutal efficiency. Using<br />
it, a werewolf can put an opponent down and end a fight<br />
quickly before it has a chance to provoke his rage.<br />
Coming into play once combat has begun, Attunement<br />
heightens a werewolf’s perceptions of his foe, making him<br />
aware of the subtlest telltale changes in expression and body<br />
posture. With this knowledge, he can move with his opponent<br />
and anticipate movements. In so doing, the user senses<br />
weaknesses in his opponent’s technique and can target them<br />
with unerring accuracy. After one full turn of combat with a<br />
foe, the werewolf using this Gift can ignore an amount of his<br />
opponent’s Defense modifier equal to half the user’s Primal<br />
Urge (rounded up) for the remainder of the scene. <strong>The</strong> Gift’s<br />
activation roll is made at the beginning of the user’s action in<br />
a turn, and if successful, the opponent’s Defense is reduced.<br />
If an opponent dodges, his Defense is reduced after being<br />
doubled. <strong>The</strong>refore, a subject with Defense 2 gets Dodge<br />
4. If the user of this Gift has Primal Urge 3, his opponent’s<br />
Dodge is reduced to 1. If the subject has the Brawling Dodge<br />
or Weaponry Dodge Merit (World of Darkness Rulebook,<br />
p. 110 and 114), Primal Urge is subtracted from the combined<br />
trait total. Attacks made in conjunction with this power<br />
don’t have to involve unarmed combat, even though Brawl is<br />
a part of the<br />
activation roll. Attacks can involve weapons (Weaponry),<br />
thrown attacks (Athletics) or even Firearms attacks made<br />
within close-combat distance.<br />
This Gift can be applied to only one opponent at a<br />
time. If the user wishes to apply it against another opponent<br />
in the same scene, the first use is cancelled by the second<br />
use. <strong>The</strong> first opponent’s Defense returns to normal.<br />
Only the Gift user enjoys an opponent’s reduced<br />
Defense. No other attackers gain this benefit.<br />
Cost: 1 Willpower<br />
Dice Pool: Wits + Brawl + Wisdom – opponent’s Resolve<br />
Action: Reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> character misreads his opponent<br />
and gives away a weakness in his own technique. His<br />
Defense doesn’t apply to the opponent’s next attack.<br />
Failure: <strong>The</strong> character fails to find an obvious weakness<br />
in his opponent’s style.<br />
Success: <strong>The</strong> character exploits a weakness and may<br />
ignore an amount of his opponent’s Defense equal to the<br />
Gift user’s Primal Urge dots for the remainder of the scene.<br />
Exceptional Success: Add one to the Gift user’s<br />
Primal Urge for the purposes of this use.<br />
Death Grip (•••)<br />
<strong>The</strong> canine jaws and fangs of a Urhan-, Urshul- or<br />
Gauru-form werewolf are some of the most deadly weapons<br />
imaginable. <strong>Werewolf</strong> fighting styles take this power<br />
into account and can be adapted to lock a foe into close<br />
combat and enable a werewolf to bring his most vicious<br />
natural weaponry to bear. This Gift increases the power of<br />
a werewolf’s jaws dramatically.<br />
A werewolf in Gauru, Urshul or Urhan form can<br />
normally stage a bite attack without first initiating a grapple<br />
on a target (see p. 171). By use of this Gift and establishing<br />
a grapple on a target, however, a werewolf can inflict truly<br />
horrific harm. Once a hold is achieved and maintained, the<br />
character gains an additional six dice to rolls for overpowering<br />
maneuvers to bite the target are doubled. <strong>The</strong> victim’s<br />
ability to break the attacker’s hold is also diminished. <strong>The</strong><br />
roll made for his next effort to break free or perform an<br />
overpowering maneuver of his own suffers a penalty equal<br />
to the last successes rolled for the werewolf. So, the victim<br />
in the previous example suffers a –3 penalty to break free or<br />
perform maneuvers of his own. A werewolf can use this Gift<br />
in only Urhan, Urshul or Gauru form. His jaws in Hishu<br />
and Dalu form are too small and imperfectly shaped to afford<br />
the proper purchase.<br />
See the World of Darkness Rulebook, pp. 157-159,<br />
for rules on grappling.<br />
Cost: 1 Essence per bite attack