Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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134<br />
Chapter II: Character<br />
An ephemeral spirit or ghost can affect the Irraka, and<br />
vice versa, as if they were both solid. Spirits, of course,<br />
are likely to take the presence of an ephemeral werewolf<br />
very badly, as it’s a predator that can bodily injure or kill<br />
them. Ghosts run the same gamut of emotions, predispositions<br />
and prejudices as the living do, so there’s no telling<br />
how one might react to a werewolf passing through, but<br />
ghosts don’t suffer Lunacy like the living do. Some guard<br />
what territory they’ve staked out, going so far as to attack<br />
a werewolf in hopes of driving him away. Others mindlessly<br />
repeat some task that absorbed them in life, remaining<br />
unaware of a werewolf no matter what happens. Still<br />
others are just so happy to encounter another intelligent<br />
soul that they do what they can to keep the werewolf from<br />
leaving. Some adventurous ghosts might even follow a<br />
werewolf around and manifest in the living world for as<br />
long as they can, starving for the contact and social interaction<br />
of which their deaths have bereaved them.<br />
For more information on ghosts, see the World of<br />
Darkness Rulebook, p. 208.<br />
Cost: 1 Essence<br />
Dice Pool: Wits + Survival + Purity<br />
Action: Instant<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> werewolf slips into the<br />
spectral state as intended, but finds himself surrounded by<br />
angry ghosts who mean him harm. Also, he can stay in<br />
this place for one less turn than he would have been able<br />
to normally before the penalties begin to kick in.<br />
Failure: <strong>The</strong> character is unable to become ephemeral,<br />
but the Essence point is still spent.<br />
Success: <strong>The</strong> character becomes ephemeral as described.<br />
Exceptional Success: <strong>The</strong> character may remain in<br />
ephemeral form without penalty for one extra turn.<br />
RAGE GIFT S<br />
<strong>The</strong> spirits recognize the power that Rage grants<br />
werewolves, and they respect that power even if they<br />
resent how the Uratha came by it. In an effort to appease<br />
the Uratha and hopefully convince them to direct their<br />
Rage elsewhere, spirits offer these Gifts. <strong>The</strong> list helps a<br />
werewolf derive more power from his Rage, and even manipulate<br />
the power that Rage gives rivals and enemies.<br />
Mask of Rage (•)<br />
<strong>The</strong> character makes himself seem preternaturally terrifying<br />
by exposing onlookers to Lunacy and intensifying its<br />
effects. If the character does so in Dalu or Urshul form, Lunacy<br />
is as intense as it would be if he were in Gauru form. If<br />
he does so in Hishu or Urhan form, he emanates a Lunacyinducing<br />
effect as if he were in either Dalu or Urshul form<br />
(respectively). This Gift cannot be activated in Gauru form.<br />
<strong>The</strong> effect lasts for as long as the werewolf remains in the<br />
form in which he activates it, for as long as he chooses, or<br />
for the rest of the scene (whichever comes first).<br />
Cost: 1 Essence<br />
Dice Pool: No roll is required<br />
Action: Instant<br />
Hone Rage (••)<br />
A character with this Gift can channel the power<br />
of his Rage more efficiently than the average character,<br />
sacrificing the time he can spend in Gauru form for increased<br />
physical prowess. For each success rolled, a player<br />
can exchange one turn of Gauru form for one additional,<br />
temporary dot of either Strength or Dexterity. If the player<br />
scores two successes, he may sacrifice two turns in Gauru<br />
form for two additional dots of Strength, two additional<br />
dots of Dexterity, or an additional dot of Strength and an<br />
additional dot of Dexterity. <strong>The</strong>se extra dots apply only<br />
while the werewolf is in his Gauru form, and they last for<br />
as long as he remains in that form.<br />
This Gift can be activated when a character assumes<br />
Gauru form, or it can be activated after he’s already in<br />
that form, as long as turns in Gauru are still available to<br />
be sacrificed. If no more turns are left to exchange, the<br />
Gift cannot be used. As the action to activate this Gift<br />
is reflexive, the bonus dots received apply to any action<br />
taken in the same turn in which this Gift is activated.<br />
Activating the Gift doesn’t count as a distraction from attacking<br />
while in Gauru, and doesn’t threaten Death Rage.<br />
If a character enters Death Rage while using this Gift, the<br />
Gift’s effects immediately end, and the character will be<br />
subject to Death Rage for the usual duration.<br />
Trait maximums based on a character’s Primal Urge<br />
do not apply against these bonus Attribute dots. Note<br />
also that a character’s Speed, Defense and Initiative are<br />
subject to temporary modification based on changes to his<br />
Dexterity and/or Strength.<br />
Cost: 1 Essence<br />
Dice Pool: Stamina + Survival + Purity<br />
Action: Reflexive<br />
Roll Results<br />
Dramatic Failure: <strong>The</strong> character loses one turn<br />
from Gauru duration, but no additional Attribute dots are<br />
gained.<br />
Failure: <strong>The</strong> character neither loses any time in Gauru<br />
form nor gains any additional Attribute dots.<br />
Success: For every success rolled, the player may<br />
sacrifice one turn of Gauru Rage. For each turn so sacrificed,<br />
the player may apply a temporary bonus dot to either<br />
Strength or Dexterity. Trait maximums due to Primal<br />
Urge do not apply, and the bonus dots disappear when the<br />
character changes out of his Gauru form. Extra successes<br />
beyond the number of turns of Gauru form remaining<br />
confer no benefit.<br />
Exceptional Success: <strong>The</strong> player adds Stamina to<br />
the Attributes that may gain dots. Remember that Health<br />
increases as a result, though the time he may spend in<br />
Gauru form (Stamina + Primal Urge) does not benefit.