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Werewolf: The Forsaken - Blank It

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

Action: Reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> werewolf wrenches his jaws in<br />

his enthusiasm to shed blood and inflicts a point of bashing<br />

damage upon himself.<br />

Failure: <strong>The</strong> werewolf inflicts no damage at all upon<br />

his victim and does not adversely affect the victim’s efforts to<br />

break free or perform an overpowering maneuver of his own.<br />

Success: Damage is doubled and the victim suffers<br />

a penalty on his next effort to break free or perform a<br />

maneuver of his own.<br />

Exceptional Success: <strong>The</strong> damage of the werewolf’s<br />

bite is doubled, and the shock automatically renders the<br />

victim immobile for his next action. All the victim can<br />

do is try to break free (no overpowering maneuvers of his<br />

own are possible), and he still suffers a penalty equal to<br />

the successes rolled in the bite. <strong>The</strong> werewolf need not<br />

actually maintain this immobilization. He can continue<br />

biting or performing other maneuvers.<br />

Rage Armor (••••)<br />

<strong>The</strong> natural resilience and rapid regeneration that the<br />

<strong>Forsaken</strong> have inherited makes werewolves daunting foes.<br />

Using this Gift, however, makes Full Moons even more fearsome<br />

than their brothers and sisters. With a blood-curdling<br />

howl to Luna, the werewolf tempers his flesh with the fire of<br />

his Rage and renders himself nigh indestructible for a short<br />

time. When he does so, his eyes glow the deep amber of the<br />

harvest moon, and a faint distortion makes the air around<br />

him waver as his inner fire burns close to the surface.<br />

Cost: 1 Essence<br />

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

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> werewolf mistakenly believes<br />

that he’s well protected, which makes him careless. Not<br />

only does he fail to gain the Armor, he loses his Defense<br />

for the first turn of combat.<br />

Failure: <strong>The</strong> werewolf gains no Armor.<br />

Success: <strong>The</strong> werewolf gains a point of Armor for<br />

every two successes rolled, with remainders ignored. <strong>It</strong><br />

protects against physical attacks and firearms equally, but<br />

not against silver. Attacks made with silver weapons or<br />

silver bullets ignore the effects of this Gift and still cause<br />

aggravated damage. <strong>The</strong> effect lasts for a number of turns<br />

equal to the character’s Primal Urge dots.<br />

Exceptional Success: No special benefit other than a<br />

high Armor rating.<br />

Luna’s Fury (•••••)<br />

A werewolf who Rages against his opponent is dangerous.<br />

A werewolf who loses himself in the heat of battle<br />

is even more fearsome. A werewolf who makes himself<br />

a vessel for Luna’s own fury, however, is truly a terror to<br />

behold. A shaft of pure white light lances down from the<br />

heavens to bathe the <strong>Forsaken</strong> in its radiance before the<br />

werewolf unleashes a whirlwind of destruction, his eyes,<br />

fangs and claws blazing with white fire.<br />

Cost: 1 Essence per turn<br />

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

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> werewolf receives no benefit,<br />

and instead loses his Defense modifier for the next turn of<br />

combat.<br />

Failure: No benefit; no penalty.<br />

Success: Each success rolled keeps the Gift active for<br />

one turn, though the player must pay one point of Essence<br />

per turn as well. While the Gift is active, the werewolf<br />

receives the benefit of a dodge for purposes of protection,<br />

as well as the benefit of an all-out attack (see World of<br />

Darkness Rulebook, pp. 156 and 157) for purposes of<br />

offense. That is, his Defense doubles against incoming<br />

close-combat attacks, and two dice are added to his own<br />

close-combat attacks. (Normally, dodging precludes all<br />

other actions in a turn, but this Gift allows attacks to<br />

be staged normally at the same time.) <strong>The</strong> werewolf can<br />

activate no other Gifts while this one is active.<br />

Exceptional Success: Doubled Defense also applies<br />

against incoming Firearms attacks while the Gift is active.<br />

GIBBOUS MOON GIFT S<br />

<strong>It</strong> is the Cahalith’s task to see that that glory never<br />

dies. <strong>The</strong> Cahalunim Choir grants its werewolves Gifts<br />

that help inspire great deeds and surmount dangerous<br />

challenges, the stuff of legends. <strong>The</strong>re’s a hard line between<br />

glory and vainglory, however, and a Cahalith must<br />

respect it.<br />

<strong>The</strong> following Gifts are available only to Cahalith.<br />

Pack Awareness (•)<br />

When a pack goes into battle, its Rahu might lose<br />

himself in the fury of the fight, while the Irraka moves out<br />

to strike from the flanks, but the Cahalith must keep an<br />

eye on all her packmates. <strong>It</strong>’s her voice that sounds when<br />

a packmate is wounded, or that rallies members when<br />

they’re badly pressed. This Gift grants the Cahalith an<br />

intense sense of her pack’s welfare, so that she can make<br />

sure none are beyond the reach of her voice.<br />

When a werewolf invokes this Gift, she immediately<br />

gets a general sense of where her packmates are in relation<br />

to her, as well as a sense of their state of being. Allies<br />

might be “to the left about 30 yards” or “on the next floor<br />

of the building.” She also learns what form each packmate<br />

is in, as well as what general activity each is performing.<br />

Examples of the last include “fighting,” “waiting,” “moving,”<br />

“sleeping,” “fleeing,” “frenzying” or “having sex.”<br />

Finally, the Cahalith can tell when a packmate is suffering<br />

wound penalties or has fallen unconscious from wounds<br />

(which is different from simply being asleep for the purposes<br />

of this Gift).<br />

Gibbous Moon Gifts<br />

117

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