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Werewolf: The Forsaken - Blank It

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A character may not attempt Omen Gazing more<br />

than once in any 24-hour period.<br />

Cost: 1 Essence<br />

Dice Pool: Resolve + Occult + Glory<br />

Action: Extended (15 successes required; each roll<br />

represents one minute spent in a trance)<br />

A seer is unaware of events surrounding her while<br />

she is in a trance. She is, however, aware of anything that<br />

touches or affects her body directly.<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> vision fails automatically and<br />

the character cannot try again for 24 hours.<br />

Failure: No successes are gained for the minute. If no<br />

successes are gained in three consecutive rolls, no vision<br />

comes, although another attempt can be made.<br />

Success: <strong>The</strong> character catches a glimpse of a potential<br />

event in her near future — anywhere from 24 hours<br />

to one week. <strong>The</strong> vision lasts for roughly a turn’s worth<br />

of viewing — enough time to watch a man gun down a<br />

packmate, a car carrying a loved one swerve and crash or<br />

an elder hail a dangerous spirit. <strong>The</strong> vision is usually clear<br />

enough to make out details, though the details might be<br />

misleading. For example, a body face-down in the river,<br />

wearing a packmate’s jacket, might turn out be the corpse<br />

of a friend who borrowed the jacket. This Gift is a means<br />

of gaining a potential warning, nothing more.<br />

Exceptional Success: <strong>The</strong> vision lasts for up to a minute.<br />

INSPIRATION GIFT S<br />

Inspiration is the meat and drink of great heroes.<br />

<strong>It</strong> provides sustenance for flagging warriors, a fire in the<br />

heart fanned from mere embers. Werewolves who use<br />

these Gifts gain courage even in the face of extreme<br />

danger, and the spirit of Inspiration can entwine an entire<br />

pack in the unity of heroism. <strong>The</strong> Blood Talons possess<br />

particular affinity with Inspiration; it’s likewise a favorite<br />

of many Cahalith and Rahu. Teachers of these Gifts<br />

include various Lunes and ancestor-spirits.<br />

<strong>The</strong> Right Words (•)<br />

Sometimes keeping a pack in line or a soldier’s morale<br />

up hinges on knowing just what to say. A stirring speech,<br />

a well-placed compliment or even just remembering the<br />

new guy’s name can bring confidence and a will to strive<br />

against adversity.<br />

Cost: None<br />

Dice Pool: This power requires no roll.<br />

Action: Reflexive<br />

<strong>The</strong> character gains +2 to all Social rolls made to<br />

encourage or mollify. Social rolls to bully and threaten are<br />

not affected. <strong>The</strong> effects last for a scene.<br />

Camaraderie (••)<br />

<strong>The</strong>re is strength in unity. Unfortunately, suspicion<br />

and personal agendas beget division. Easing tensions is a<br />

key step in binding comrades to a common purpose, even<br />

if that common purpose is simply not killing each other.<br />

Cost: None<br />

Dice Pool: Manipulation + Persuasion + Wisdom<br />

Action: Reflexive<br />

To activate the Gift, the user speaks to his fellows<br />

about the need to set aside differences to work for a greater<br />

goal. Depending on the situation, this may be a few quiet<br />

words or a grand oratory. If successful, all listeners gain<br />

a +1 modifier to Resolve + Composure rolls to resist the<br />

Death Rage for the scene. In addition, if any of the subjects<br />

assist one another on a specific action during the scene<br />

(see “Teamwork,” World of Darkness Rulebook, p. 134),<br />

contributors each gain a +1 modifier to their rolls to help.<br />

True Leader (•••)<br />

Few things inspire a pack like an alpha who leads<br />

from the front. In a crisis situation, the true leader shouts,<br />

“Follow me!” and her heartened allies do just that.<br />

Cost: 1 Essence<br />

Dice Pool: Manipulation + Expression + Glory<br />

Action: Instant<br />

To activate this Gift, the werewolf must lead his<br />

followers and allies into an obviously dangerous situation,<br />

putting herself at least as much at risk as those she leads.<br />

Battle is the most common scenario, but in any case the<br />

enemy or threat must appear at least as strong (or stronger)<br />

in order for the Gift to work at all.<br />

For each success rolled, a point of Willpower is<br />

awarded to all of the user’s allies within 100 feet (even if<br />

the result exceeds their Willpower dots). This Gift may<br />

be used only once per day on a subject, and any unspent<br />

Willpower gained from this Gift is lost at the end of the<br />

scene.<br />

Spirit Skin (••••)<br />

Werewolves are creatures of spirit and flesh, but using<br />

this Gift manifests that spirit side in the physical world<br />

for all to see. <strong>The</strong> werewolf exudes a perceptible cloak<br />

of authority and spiritual power. <strong>The</strong> appearance of this<br />

mantle varies by the werewolf’s nature. A wrathful warrior<br />

might glow with an inner fire and be shrouded with wisps<br />

of vapor, while a harmonious, introspective leader may exude<br />

an aura of dignity and calm. However it manifests, the<br />

werewolf can inspire awe or terror in those around him.<br />

Cost: 1 Essence<br />

Dice Pool: This power requires no roll.<br />

Action: Instant<br />

<strong>The</strong> character’s dots in his highest Renown are<br />

gained as a modifier to Social rolls to impress, persuade,<br />

inspire or intimidate for the scene. This modifier does<br />

not stack with any Social pool modifiers gained from<br />

Renown (see p. 78). Opponents must succeed at a<br />

Composure + Primal Urge roll at a penalty equal to the<br />

character’s highest Renown in order to attack the were-<br />

Inspiration Gifts<br />

125

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