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