Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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 />
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