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Werewolf: The Forsaken - Blank It

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Blend In (••••)<br />

This Gift makes a werewolf appear as if he belongs<br />

in whatever environment into which he steals. He doesn’t<br />

disappear from view or match ambient color patterns like a<br />

chameleon does, but neither does his presence attract especial<br />

attention. He appears to be nothing more than a face in<br />

the crowd, even to traditional, digital or fiber-optic cameras.<br />

Regardless of his attire or attention to personal hygiene, the<br />

werewolf doesn’t appear to be at all out of place. Even if he’s<br />

in blood-stained sweats and a duster walking through the<br />

headquarters of a Wall Street brokerage firm, his mere presence<br />

doesn’t make others sit up and take notice.<br />

<strong>The</strong> protective anonymity that this Gift provides<br />

protects the werewolf only so far, though. If he goes out<br />

of his way to draw attention to himself by doing anything<br />

notable (say, by starting a fight, changing forms in front of<br />

someone, kicking open an emergency fire door or tackling<br />

an oblivious pedestrian who’s about to be hit by a car),<br />

the effect ends. Otherwise, the Gift lasts for a scene. <strong>The</strong><br />

effects remain active if the Irraka talks to the people<br />

around him or otherwise interacts with them unobtrusively<br />

(such as chatting in an elevator or waving nonchalantly<br />

to a security guard behind a bank of monitors). <strong>The</strong><br />

Gift cannot fool security devices such as hand-scanners,<br />

retina-scanners, voice-recognition systems or number<br />

pads that require a key-code or password, but it can evade<br />

facial-recognition software that someone is using it to try<br />

to pick the werewolf out of a crowd. A security measure as<br />

simple as needing to sign a logbook at a security station,<br />

or handing over a ticket at the door of a bus or plane can<br />

be problematic unless the Irraka takes an opportunity to<br />

mingle discreetly at the scene. Finally, this Gift cannot<br />

protect the Irraka if there’s a lack of genuine bystanders<br />

with which to blend. He could not, for example, infiltrate<br />

a corporation’s Board of Directors meeting, where an extra<br />

head would quickly be noted. He might, however, be able<br />

to crash a small, invitation-only affair by mingling with<br />

the caterers rather than the guests.<br />

Supernatural forms of awareness might be able to<br />

see through the effect, but only if they are of an equal or<br />

greater level. If the level is greater, the user of that power<br />

sees the truth behind the Irraka’s efforts automatically. If<br />

its level is equal, the number of successes achieved to activate<br />

Blend In must exceed those rolled for the detecting<br />

character’s power.<br />

<strong>The</strong> Gift user must be in Hishu form to use this<br />

power; it doesn’t work when he’s in any other form.<br />

Cost: 1 Essence<br />

Dice Pool: Wits + Subterfuge + Cunning versus the<br />

highest Wits among observers<br />

Action: Instant and contested; resistance is reflexive<br />

Roll Results<br />

Dramatic Failure: <strong>The</strong> character accidentally draws<br />

immediate attention to himself and cannot use Blend In<br />

again for the rest of the scene.<br />

Failure: An equal or the most successes are rolled for<br />

observers. <strong>The</strong> character must rely on his mundane abilities<br />

to not draw attention to himself.<br />

Success: <strong>The</strong> most successes are rolled for the character,<br />

and he blends into the environment that surrounds<br />

him for the rest of the scene.<br />

Exceptional Success: <strong>The</strong> most successes — five or<br />

more — are rolled for the character. He blends in so well that<br />

witnesses have trouble even remembering that he was present<br />

at all. <strong>The</strong>y incur a –1 penalty to any rolls made to remember<br />

anything about the werewolf or what he was up to.<br />

Ghost Step (•••••)<br />

Some Irraka can miraculously escape from danger<br />

unscathed, even when trouble waits for them on both sides<br />

of the Gauntlet. And some can find out damning information<br />

that, by all rights, should have long since been buried<br />

or forgotten. <strong>The</strong> trick of the Ghost Step allows a werewolf<br />

to become immaterial, his body transformed to spirit<br />

matter yet not conveyed across the Gauntlet.<br />

<strong>The</strong> character becomes an insubstantial, ghostly form,<br />

only barely perceptible as translucent mist. He cannot be<br />

affected by any physical attack while using this ability;<br />

he has no scent, and cannot make any sound even if he<br />

wishes. <strong>It</strong> is particularly difficult to detect the ephemeral<br />

Irraka via sight, and any perception rolls made to detect<br />

him incur a –5 penalty. He is effectively in Twilight, much<br />

as an unmaterialized spirit in the physical world is (see p.<br />

252).<br />

While insubstantial, the Irraka cannot affect the<br />

physical world in any way, not even with Gifts. He doesn’t<br />

fall unhindered through floors or sink into the poured<br />

foundations of the structures that surround him if he<br />

doesn’t want to — the generally accepted laws of physics<br />

apply. With a little effort, though, he can leap up into the<br />

ceiling of a room, catch hold, and pull himself up through<br />

the roof or floor above him.<br />

While the Irraka remains in this ephemeral state,<br />

he can walk and use Gifts that affect himself rather than<br />

the physical world, and can change forms as usual, but he<br />

cannot remain ephemeral indefinitely. After a number of<br />

turns equal to his Harmony score, the werewolf begins to<br />

experience a sensation of being stretched thin. <strong>The</strong> Irraka<br />

begins to suffer a –1 penalty to all rolls for each turn that<br />

he spends ephemeral beyond the limit based on Harmony.<br />

He may choose to end the Gift’s effects at any time. <strong>The</strong><br />

Gift also ends if he’s somehow rendered unconscious, such<br />

as if overcome by spirits also in Twilight.<br />

<strong>The</strong> personal possessions worn by a werewolf change<br />

with him when he becomes ephemeral. He cannot carry<br />

large items such as shotguns or crates and have them<br />

transform with him, although a fetish weapon does make<br />

the transfer.<br />

<strong>The</strong> ephemeral state is also shared by disembodied<br />

spirits that have entered the physical world as well as human<br />

ghosts, who can see and hear the displaced Irraka.<br />

New Moon Gifts<br />

133

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