Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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