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Werewolf: The Forsaken - Blank It

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130<br />

Chapter II: Character<br />

and becomes something truly monstrous. This Gift calls on<br />

the power of a time when Luna looked down upon Pangaea,<br />

transforming the user into a creature that’s one part<br />

prehistoric beast and one part pure nightmare. Werewolves<br />

among the <strong>Forsaken</strong> use this Gift only in times of dire need,<br />

because they fear it will drive them to acts of violence unspeakable<br />

even to them, and because the form has another,<br />

more sinister reputation. <strong>The</strong> greatest among the Pure<br />

Tribes known as the Predator Kings have long learned this<br />

Gift for a very specific purpose — to them, Primal Form is<br />

meant specifically for hunting the <strong>Forsaken</strong>.<br />

Cost: 1 Essence<br />

Dice Pool: Stamina + Survival + Primal Urge (<strong>The</strong><br />

dice pool normally rolled to change shape applies, as opposed<br />

to one involving a Renown trait.)<br />

Action: Instant (Unlike a conventional shapechange,<br />

one Essence cannot be spent to make this one reflexive.)<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character fails to assume<br />

Primal Form, and the strain of the effort exhausts him. He<br />

may not attempt to change to any other form or use any of<br />

Mother Luna’s Gifts for five turns.<br />

Failure: <strong>The</strong> character fails to assume Primal Form.<br />

Success: <strong>The</strong> character shifts into a form that resembles<br />

Urshul, but that is even larger. Primal Form stands<br />

six to eight feet tall at the shoulder. <strong>It</strong>’s treated as Urshul<br />

in most respects, including the general inability to speak<br />

(see p. 172), with the following exceptions:<br />

• <strong>The</strong> form’s dot modifiers are: Strength +4, Dexterity<br />

+2, Stamina +4, Manipulation –3, Size +3, Health +7,<br />

Initiative +2, Speed +9. <strong>The</strong> character is treated as having<br />

2/1 armor due to the form’s thick hide.<br />

• <strong>The</strong> character causes Lunacy as if he were in Gauru.<br />

• <strong>The</strong> character heals one point of lethal damage per<br />

turn, at the beginning of his turn. This replaces the one point<br />

of bashing damage that werewolves normally heal per turn<br />

unless the character has suffered only bashing damage. (If the<br />

player spends a point of Essence to heal — see p. 168 — the<br />

character regenerates an additional point of lethal damage.)<br />

• All Resolve + Composure rolls to resist Death Rage<br />

are at –3.<br />

<strong>The</strong> character can remain in Primal Form for one turn<br />

per success achieved on the power’s activation roll. Unlike<br />

other Mother Luna’s Gifts, the character cannot voluntarily<br />

choose to end this Gift’s effects prematurely unless a successful<br />

Resolve + Composure roll is made at a –3 penalty.<br />

Exceptional Success: <strong>The</strong> glorious fury that accompanies<br />

Primal Form rushes through the character without<br />

forcing him to lose control… yet. <strong>The</strong> character also<br />

regains a Willpower point.<br />

NAT URE GIFT S<br />

<strong>The</strong> Gifts of Nature are similar to Elemental Gifts in<br />

that both deal with the environment and the surroundings<br />

of the world. Nature Gifts, however, focus not on the<br />

elements but on the specific flora and fauna of the wild.<br />

<strong>The</strong> Hunters in Darkness in particular have affinity with<br />

these Gifts, and any werewolves who have frequent dealings<br />

with animals and growing things find the Gifts useful.<br />

Spirits of animals, trees and plants teach these Gifts.<br />

Speak with Beasts (•)<br />

Werewolves must often talk with other animals to<br />

gather information or make bargains. This Gift allows them<br />

to communicate with both voice and body language to<br />

speak and listen to animals, though an animal is under no<br />

obligation to listen to or agree with what a werewolf says.<br />

Cost: None<br />

Dice Pool: Manipulation + Animal Ken + Purity<br />

Action: Reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> animal is spooked and attempts<br />

to flee or fight.<br />

Failure: <strong>The</strong> character cannot achieve communication.<br />

Success: <strong>The</strong> character can speak so as to be understood<br />

by any known animal, as well as understand what<br />

the animal might “say.” <strong>The</strong> creature in question is still<br />

fearful, and it might not listen to the werewolf. <strong>The</strong> effects<br />

last for one minute.<br />

Exceptional Success: <strong>The</strong> character is able to make himself<br />

particularly clear, gaining a +1 bonus to any Social rolls<br />

made to influence animals for that application of the power.<br />

Suggested Modifiers<br />

Modifier Situation<br />

+2 <strong>The</strong> animal is a wolf<br />

+0 <strong>The</strong> animal is another predator<br />

–1 <strong>The</strong> animal is a “prey animal,” something that<br />

fears wolves<br />

–3 <strong>The</strong> animal is an insect or fish<br />

Plant Growth (••)<br />

<strong>The</strong> werewolf can cause any living plant to grow at a<br />

phenomenal rate, shaping the growth to her whim. Some<br />

Hunter in Darkness packs have thick thorn hedges surrounding<br />

their territorial borders, or live in literal tree houses.<br />

Cost: 1 Willpower<br />

Dice Pool: Wits + Survival + Honor<br />

Action: Instant<br />

Each success rolled increases the size of a plant or<br />

group of plants by a cubic yard, at a rate of one minute per<br />

cubic yard. <strong>The</strong> vegetation can grow in whatever shape<br />

desired. <strong>The</strong> effects of the growth are permanent, though<br />

the plants can be trimmed or destroyed as usual. One or<br />

two successes are required to create a simple shelter for an<br />

individual. Five successes can turn a sapling into a 20-foottall<br />

tree.<br />

Forest Communion (•••)<br />

<strong>The</strong> forest is alive, and much can be gleaned by those<br />

who know how to listen. With this Gift, a werewolf can<br />

sense much about the life around her: the tread of boots

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