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Werewolf: The Forsaken - Blank It

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122<br />

Chapter II: Character<br />

Using this Gift, the Elodoth can increase the number<br />

of turns that a werewolf of his choice remains in Gauru<br />

form. With the expenditure of one Essence, he can<br />

increase the number of turns the subject remains in Gauru<br />

by the number of successes achieved on a Stamina + Occult<br />

+ Purity roll. <strong>The</strong>se extra turns begin after the number<br />

of turns based on the werewolf’s Stamina + Primal<br />

Urge have elapsed. A werewolf whose time in Gauru has<br />

been extended can still change out of that form at will.<br />

He’s not forced to remain in that form, unless Death Rage<br />

is invoked (see p. 173).<br />

An alternative use of this Gift can disrupt the balance<br />

required to maintain Gauru form by interfering with<br />

a subject’s connection to his spiritual self. An Essence<br />

point is spent and Manipulation + Occult + Cunning<br />

is rolled, with a dice-pool penalty equal to a resisting<br />

subject’s Resolve. (If a subject is compliant, no penalty is<br />

imposed.) Successes on this roll subtract from the number<br />

of turns the subject may remain in Gauru form. A subject<br />

forced out of Gauru reverts to Hishu form.<br />

Two Gift users can target the same subject with opposing<br />

versions of this power at the same time, with the<br />

resulting number based on the net successes rolled. So,<br />

if three are rolled to increase time in Gauru and one is<br />

rolled to diminish it, a total of two extra turns are gained.<br />

A single Elodoth cannot have more than one version of<br />

this Gift active at a time. He cannot empower each of<br />

his packmates on successive turns and then turn around<br />

in the next turn and weaken a rival. <strong>The</strong> Gift is considered<br />

active for as long as an affected werewolf remains in<br />

Gauru form.<br />

This power doesn’t influence taking forms other than<br />

Gauru, and doesn’t affect beings other than Uratha. <strong>It</strong><br />

cannot be used to reduce the amount of time that a werewolf<br />

spends in Death Rage.<br />

<strong>The</strong> subject must be within line of sight of the Gift<br />

user. This power cannot be used on the Gift user himself.<br />

Cost: 1 Essence<br />

Dice Pool: Stamina + Occult + Purity (to extend<br />

time in Gauru); Manipulation + Occult + Cunning – resisting<br />

subject’s Resolve (to reduce time in Gauru)<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> Gift has the opposite effect<br />

of what was intended. If it was meant to force a target out<br />

of Gauru, he may remain in Gauru for an additional turn.<br />

If it was meant to extend a target’s time in Gauru, he is<br />

automatically forced into Hishu instead.<br />

Failure: <strong>The</strong> Gift has no effect on the subject.<br />

Success: <strong>The</strong> Gift increases or decreases the subject’s<br />

duration in Gauru form by one turn per success.<br />

Exceptional Success: <strong>The</strong> Gift not only has the<br />

effect intended, but it adds or subtracts an extra turn of<br />

effect, as desired.<br />

INSIGH T GIFT S<br />

<strong>The</strong> supernatural is a reality that exists beyond ordinary<br />

human experience. To truly understand the realm of<br />

the occult, one must have senses that can delve further<br />

than the mortal. Gifts of Insight are ways of unlocking<br />

truly preternatural perception, teaching ways of “seeing<br />

with the third eye” or “perceiving the scents of the invisible<br />

world.” <strong>The</strong> Bone Shadows, bound as they are to learn<br />

the wisdom of other realms, have a particular affinity for<br />

Insight Gifts, although <strong>It</strong>haeur and Elodoth of all tribes<br />

find these Gifts useful.<br />

Insight Gifts are taught by spirits associated with wisdom,<br />

and many have ties to the realm of Death as well. <strong>The</strong> dead<br />

perceive things that the living cannot. Spirits of owls and<br />

serpents are particularly appropriate teachers for these Gifts.<br />

Sense Malice (•)<br />

Hatred has its own scent. <strong>The</strong> werewolf using this Gift<br />

is particularly sensitive to the malice that lurks in other<br />

people’s hearts, and he can smell a soul tainted with hatred,<br />

anger or envy as easily as a predator can catch the smell of<br />

prey. This Gift is frequently used on the hunt as a means of<br />

locating a potential threat to a werewolf’s family or territory,<br />

but it also has uses as a warning against potential danger.<br />

This Gift does not detect the presence of all negative<br />

emotions, only those that are powerful enough to have a<br />

grip on the mind of a subject. A man who is irritated that<br />

he’s been turned down by a girl doesn’t register. A man<br />

angry that his girlfriend left him might be barely noticeable,<br />

while a man who caught his wife cheating on him<br />

with his best friend certainly qualifies. A mass murderer<br />

or serial killer might not register to this Gift unless he<br />

actively experiences a flood of negative emotion. This<br />

Gift works only on targets that a werewolf is close enough<br />

to scent normally (usually within the same room). This<br />

Gift doesn’t require physical scent, and powerful odors do<br />

not obscure the ability to detect malice. This power does<br />

not usually tell the user what has actually happened to a<br />

subject or why he is incensed, simply that he is.<br />

If the subject’s Vice is Wrath or Envy, a +1 bonus is<br />

gained on the activation roll. <strong>The</strong> Gift user automatically<br />

senses the presence of anger or hatred in spirits that are<br />

the literal embodiments of such negative emotions (no roll<br />

is required). If a person or object is possessed by a spirit of<br />

anger, hatred or malice, a normal activation roll is required,<br />

but it gains a +3 bonus. At the Storyteller’s discretion, the<br />

strength of the emotion experienced may merit an additional<br />

bonus or penalty die, although not more than one.<br />

Cost: None<br />

Dice Pool: Intelligence + Empathy + Wisdom versus<br />

subject’s Composure + Primal Urge<br />

Action: Contested; resistance is reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character receives misleading<br />

information. She might sense intense anger in a subject

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