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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.

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