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