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Werewolf: The Forsaken - Blank It

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ish, despite the greater proportion of English-speakers.<br />

In addition, she becomes aware of local customs to some<br />

degree, granting her a +1 modifier to all Social rolls made<br />

to influence locals.<br />

Traveler’s Blessing cannot be used to learn non-human<br />

languages. For example, the werewolf could not enter<br />

the Shadow and use the Gift to gain full fluency in the<br />

First Tongue.<br />

Exceptional Success: <strong>The</strong> werewolf’s bonus to Social<br />

rolls made to influence locals rises to +2.<br />

Sagacity (•••)<br />

Though a true devotee of knowledge spends years<br />

learning Skills and facts as thoroughly as possible, sometimes<br />

a shortcut is necessary. This Gift allows a werewolf<br />

to become an instant expert in the field of choice. Knowledge<br />

floods her mind and leaves just as rapidly, but she can<br />

accomplish things in the interim that it would take years<br />

of study to do.<br />

Cost: 1 Essence<br />

Dice Pool: Wits + Occult + Purity<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character taps into inaccurate<br />

and misleading information. She suffers a –1 penalty on<br />

all attempts to use the nominated Skill for the rest of the<br />

scene. This is cumulative with any –1 or –3 penalty for<br />

untrained Skill use.<br />

Failure: <strong>The</strong> character gains no additional knowledge.<br />

Success: <strong>The</strong> character temporarily gains dots in the<br />

Skill of choice equal to the number of successes rolled.<br />

<strong>The</strong> result cannot raise any Skill above five dots. <strong>The</strong> Skill<br />

bonus lasts for one minute per success rolled.<br />

<strong>The</strong> only thing that Skills gained from this Gift cannot<br />

do is be used to activate other Gifts. Instant expertise<br />

in Stealth does not convey the kind of covert understanding<br />

needed to properly use an Evasion Gift, for example.<br />

<strong>The</strong> character’s standard dots in the Skill in question (if<br />

any) are rolled to activate a Gift.<br />

No more than one Skill can be elevated at a time,<br />

and the character may increase only her own trait dots,<br />

not those of others.<br />

Exceptional Success: <strong>The</strong> duration of the Gift’s effects<br />

increases to five minutes per success rolled.<br />

Suggested Modifiers<br />

–1 Social Skills<br />

–3 Physical Skills<br />

Know the Path (••••)<br />

Not all werewolves hunt by scent. <strong>The</strong> werewolf with<br />

this Gift draws forth knowledge of the quickest path to<br />

wherever she wants to go, be it the safe house of an allied<br />

pack or the heart of a Beshilu infestation. <strong>The</strong> quickest and<br />

most efficient path isn’t always the safest, but so it goes.<br />

Cost: 1 Essence<br />

Dice Pool: Wits + Survival + Glory (versus subject’s<br />

Resolve + Primal Urge)<br />

Action: Instant or contested; resistance is reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character perceives an<br />

improper path, one that leads someplace considerably less<br />

useful and potentially more dangerous.<br />

Failure: <strong>The</strong> character fails to discern the proper<br />

path and cannot use this Gift again until after the next<br />

moonrise.<br />

Success: <strong>The</strong> character visualizes the closest and<br />

most efficient route to the location she wishes. <strong>The</strong><br />

information is stored in her head as a precise set of directions,<br />

allowing her to spend minimal time checking for<br />

landmarks. This Gift does not reveal the presence of<br />

dangers or obstacles along the way, unless they are specific<br />

landmarks. (“Turn left at the open chemical vats.”)<br />

If the location in question is kept secret by its owner<br />

(such as a vampire’s haven), the roll is contested. Roll Resolve<br />

+ Primal Urge for the subject. If the place is shared<br />

by multiple people, roll the lowest Resolve + Primal Urge<br />

pool among them. <strong>The</strong> Gift user must be in the physical<br />

presence of someone whose secret lair is discerned. If a<br />

subject ties or wins the roll, he cannot be subjected to this<br />

Gift again for 24 hours.<br />

This Gift cannot locate the path to a place that<br />

is magically veiled or that exists on another plane of<br />

existence. <strong>The</strong> character can, however, use the Gift in the<br />

Shadow Realm to find the way to another location in the<br />

spirit world.<br />

<strong>The</strong> Gift effects last for a scene. If the character doesn’t<br />

reach her destination in that time, she must use the Gift<br />

again, or Intelligence + Composure can be rolled to remember<br />

the details (World of Darkness Rulebook, p. 44).<br />

Exceptional Success: <strong>The</strong> character learns not only<br />

the most efficient route to the desired location, but also<br />

the safest. She might not choose the safest, but the option<br />

is there.<br />

Communion with the Land (•••••)<br />

In war, knowledge of the terrain is key to victory. This<br />

Gift is an expression of that maxim. <strong>The</strong> werewolf opens<br />

her mind to her environment and gains knowledge of the<br />

terrain around her — where enemies are, where she can<br />

hide, where the best avenues of attack lie. When used on<br />

the home territory of an enemy, the werewolf might find she<br />

knows more about her foe’s home ground than he does.<br />

Cost: 1 Essence<br />

Dice Pool: Intelligence + Streetwise + Cunning<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character gains conflicting<br />

messages about her surroundings. She suffers a –1 penalty<br />

to Initiative until the scene ends or she leaves the area.<br />

Knowledge Gifts<br />

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