Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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