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Werewolf: The Forsaken - Blank It

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on the earth, fleeting images through the eyes of an owl or<br />

fox, or the scent of recent visitors.<br />

Cost: 1 Essence<br />

Dice Pool: Manipulation + Survival + Cunning<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character is overwhelmed by<br />

the amount of information, suffering a –1 penalty to Wits<br />

rolls for the remainder of the scene.<br />

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

Success: <strong>The</strong> user slips into a trancelike state. Successful<br />

activation of this Gift allows basic information (presence of<br />

intruders, potential threats such as fires) up to 500 yards from<br />

the werewolf. Each additional success increases the radius by<br />

an additional 100 yards and increases the detail of information<br />

learned. One success could tell the presence of intruders,<br />

while three successes could reveal the species and gender of<br />

those intruders. <strong>The</strong> Gift lasts as long as the user remains<br />

in the trance, but she is unaware of and cannot react to the<br />

outside world, nor can she relay her findings while the Gift is<br />

active. This Gift doesn’t function in an urban environment.<br />

Exceptional Success: No additional effect apart from<br />

greater range and increased information.<br />

Beast Ride (••••)<br />

With this Gift, the werewolf can enter the mind of<br />

a mammal or bird, exerting some influence over where<br />

it goes and sensing what it does. <strong>The</strong> Gift works only on<br />

mundane mammals or birds, not on werewolves or other<br />

supernatural beings in animal form, or on animals that are<br />

Spirit-Ridden.<br />

Cost: 1 Essence<br />

Dice Pool: Wits + Animal Ken + Wisdom – animal’s<br />

Resolve<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: Mannerisms and thought patterns<br />

of the animal intended to be ridden haunt the character,<br />

instead. All Social rolls made for the next 24 hours suffer<br />

a –2 penalty.<br />

Failure: <strong>The</strong> werewolf’s spirit doesn’t take possession<br />

of the animal.<br />

Success: <strong>The</strong> werewolf must be able to see the animal<br />

to bond with it. Once joined, the character’s body is<br />

comatose and cannot be roused. <strong>The</strong> character is aware<br />

of any contact or harm that befalls his body, however, and<br />

can return instantly at any time.<br />

<strong>The</strong> werewolf is normally simply a “passenger” in the<br />

animal, though he may exert control if this Gift is successfully<br />

activated at a –2 penalty. <strong>The</strong> ride lasts one hour for<br />

each success rolled, and he may travel as far from his body<br />

as he wishes. While the werewolf possesses an animal,<br />

any injuries inflicted on the animal also appear on the<br />

werewolf’s body. If the animal is killed, the riding spirit is<br />

returned to his body automatically. If the werewolf’s body<br />

is killed while the character’s spirit is out, his identity is<br />

subsumed and lost into the animal in which he rides.<br />

Exceptional Success: <strong>The</strong> werewolf’s spirit can ride<br />

an animal for one day per success rolled.<br />

Suggested Modifiers<br />

Modifier Situation<br />

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

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

fears wolves<br />

–2 <strong>The</strong> character attempts to control the animal’s actions<br />

Nature’s Vengeance (•••••)<br />

For countless millennia, humans have exploited the<br />

forest. This Gift lets the forest fight back. Branches smash,<br />

vines constrict and grass entangles those that the werewolf<br />

marks as enemies.<br />

Cost: 1 Essence<br />

Dice Pool: Intelligence + Survival + Glory<br />

Action: Instant<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> forest animates, but not under<br />

the werewolf’s control — plants attack packmates as well<br />

as enemies.<br />

Failure: <strong>The</strong> character cannot rouse the spirits of the<br />

land.<br />

Success: Each success animates roughly 25 square<br />

yards worth of vegetation. <strong>The</strong> Gift user can be amid the<br />

area affected, or he needs to be able to see the area he<br />

intends to affect. Generally speaking, the vegetation can<br />

do little more than hit, trip, grab and squeeze. A patch<br />

of ivy has the equivalent of Strength 2, while an old oak<br />

might have a Strength of 10 or more. Each victim suffers<br />

a –2 reduction to Speed due to grasses and weeds pulling<br />

at its feet. Victims might also suffer a –1 penalty to other<br />

rolls while being accosted, depending on the action and<br />

how much vegetation is present. For example, an intruder<br />

in an animated wheat field would not suffer a penalty to<br />

a Firearms roll, as his arms would be free of the plants’<br />

reach, while a person in a patch of kudzu might suffer a<br />

penalty to any roll that involves physical action.<br />

In addition, each victim may be the subject of one<br />

attack from nearby vegetation each turn. Anywhere<br />

from one to three bashing damage (as determined by the<br />

Storyteller) may be inflicted automatically, based on how<br />

dense the local foliage is. This damage ignores armor and<br />

a subject’s Defense.<br />

<strong>The</strong> plants settle down at the end of the scene.<br />

Exceptional Success: <strong>The</strong> plants manifest unusual<br />

vigor and cause one extra penalty point (Speed is reduced<br />

by –3 instead of –2, for example). Damage increases by<br />

one point per turn.<br />

Nature Gifts<br />

131

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