Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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132<br />
Chapter II: Character<br />
NEW MOON GIFT S<br />
<strong>The</strong> Irralunim Lunes of the New Moon Choir are the<br />
recorders and arbiters of Cunning Renown, and the patrons<br />
of the Irraka auspice. <strong>The</strong> Gifts they grant remove minor<br />
obstacles that stand in the way of greater, brilliant feats.<br />
<strong>The</strong> following Gifts are available only to Irraka.<br />
Sense Weakness (•)<br />
One of the clearest indicators of a person’s ingenuity<br />
is his ability to use his enemies’ weaknesses to his advantage.<br />
<strong>The</strong> Irralunim respect such efforts, and they offer<br />
this Gift to their chosen werewolves to make those efforts<br />
a little easier.<br />
If the character spends even a little time (one turn)<br />
observing his intended target, he can draw on the supernatural<br />
perception of this Gift to analyze the potential<br />
flaws in his target’s mind and body. This Gift reveals<br />
weaknesses that aren’t common to the subject’s kind. <strong>It</strong><br />
doesn’t reveal a vampire’s weakness to sunlight (which is<br />
not a personal weakness), but it does reveal that the vampire<br />
suffers from a particular psychological ailment.<br />
Cost: None<br />
Dice Pool: Intelligence + Empathy + Wisdom<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> werewolf garners a false<br />
impression about the subject’s weaknesses. <strong>The</strong> Storyteller<br />
might want to make activation rolls on the player’s behalf<br />
for this reason.<br />
Failure: <strong>The</strong> werewolf gains no particular hidden<br />
insight into the subject.<br />
Success: <strong>The</strong> werewolf learns a target’s weakness in<br />
one of three specific areas: his target’s Vice, the presence<br />
and nature of any derangements from which the target<br />
suffers, or any physical liabilities (Flaws) the character<br />
suffers (such as a bad leg or poor eyesight). Already known<br />
weaknesses are not revealed. <strong>The</strong> Storyteller decides<br />
which is discovered. <strong>The</strong> Gift can be used successfully on<br />
a single subject only once a day. Subsequent uses in the<br />
same day reveal no further flaws.<br />
Exceptional Success: In one use, the werewolf learns<br />
two of the three possible types of weakness he could<br />
discover.<br />
Slip Away (••)<br />
If an Irraka doesn’t enter a dangerous situation, he<br />
isn’t doing his job. When he does find trouble, it’s up to<br />
him to use cunning to get out of it again. Even the clever<br />
werewolf gets caught from time to time, however. <strong>The</strong><br />
Irralunim provide this Gift as a first step toward helping<br />
Irraka get out of the dicey situations.<br />
With the expenditure of one Willpower point, an<br />
Irraka can use this Gift to escape any mundane bond or to<br />
wriggle free of an attacker’s arms with little apparent effort.<br />
If the werewolf is bound physically (be it with handcuffs,<br />
rope, chain, a straitjacket, duct tape or even a dollop of<br />
industrial-strength adhesive), this Gift frees him automatically.<br />
<strong>The</strong> bonds remain sound and unbroken (as well as<br />
locked, buckled or even sticky, depending on its nature), but<br />
the werewolf slips out effortlessly — often leaving would-be<br />
captors wondering how in the world he did it.<br />
If the werewolf is locked in a grapple by another person<br />
and tries to break free he automatically succeeds. This benefit<br />
does not apply to performing overpowering maneuvers<br />
of the werewolf’s own, only on efforts to escape a hold.<br />
This Gift does not allow the Irraka to slip out of bindings<br />
that have active magical effects working on them.<br />
Cost: 1 Willpower<br />
Dice Pool: No roll is required to escape ropes, chains<br />
et cetera.<br />
Action: Reflexive<br />
Dist ractions (•••)<br />
Being werewolves, Irraka are no slouches in a fight, but<br />
their true strengths lie in cleverness and misdirection. <strong>The</strong><br />
heat of desperation can make it difficult to think originally<br />
on demand, so this Gift buys a werewolf time to improvise.<br />
As the character spits out whispering yips and hisses,<br />
half-perceived visions much like the Irralunim themselves<br />
flit in and out of a chosen subject’s range of perception,<br />
distracting him. Only the chosen target can perceive these<br />
spirit echoes, but they cause such a distraction that the victim<br />
suffers a –2 modifier to all rolls in every turn in which<br />
the Irraka keeps up his antics. This effect works especially<br />
well in combat, but an Irraka can also use it to distract a<br />
security guard he’s trying to sneak past or to distract the<br />
driver of a car in order to cause a diversionary traffic accident.<br />
<strong>The</strong> Irraka must be able to see his chosen victim<br />
directly in order to distract him, but the victim need not be<br />
able to see or hear the Irraka. A character may maintain<br />
the effect of this Gift and move normally, but he may not<br />
attack or run in the same turn and maintain the effect. His<br />
Defense modifier still applies as normal.<br />
Only one use of this Gift may be in effect at one time,<br />
and only one subject can be made to see the visions.<br />
Cost: 1 Essence<br />
Dice Pool: Manipulation + Subterfuge + Glory versus<br />
subject’s Resolve + Primal Urge<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> victim is unperturbed by the<br />
character’s efforts, and further uses of this Gift are powerless<br />
against him until the next moonrise.<br />
Failure: <strong>The</strong> victim is unperturbed by this Gift for<br />
the moment.<br />
Success: <strong>The</strong> victim is distracted by the character’s<br />
efforts, incurring a –2 penalty on all actions.<br />
Exceptional Success: As a success, but the victim<br />
also loses his Defense against incoming close-combat attacks<br />
in the turn after the Gift is activated.